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Full text of "Gamers' Republic Issue 07 December 1998"

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Revolutionary new battlefield physics - 
Deformable terrain, energy weapon 
effects, dynamic colored lighting and 
flying shrapnel - intensifies the realism 
and excitement. 

New “veterancy” feature enables units to 
become smarter, faster and stronger as 
they become battle hardened with combat 
experience. 

Experience the future of global war with 
new, high-energy weapons and defenses 
- Jump Jet Infantry, Laser Fences, 
Disruptors, Hover %nle. Tunneling APCs, 
The Firestorm Defense, Mechanized Battle 
Units and many more. 

Built-in waypoint system and special drop ^ 
ship missions let you decide which units 
to bring into battle. ^ 

More tactics of sabotage imd guerilla 
warbre - execute covert night missions, 
set forest fires and destfvy bridges - 
with unique opportunities in three 
different environments. 

Internet play is easier than ever nrifii a 
streamlined connection and an integrated^ 
interface - plus new support for 
worldwide rankings, ladder systems and ^ 
Battle Gians™. 


Command & Conquer is a registered trademark of. and Command & Conquer Tiberian Sun. and Westwood Studios are trademarks of, Westwood Studios. Inc. ■ ■ 1998 Westu-ood Studios, Inc. All rigiys reserved. 


THE STUNNING SEQUEL TO THE 




SAW THE FUTURE 


DOMING SOON 

vs^stwooc 


mggm 





ORIGINAL COMMAND & CONgUER 











PUBdSHER 


EDITORIAL 


DESIGN 


(34/WBRS' REPUBUC™ e piMshed nianthfy by Millennium Pubtoations, ha, 38123 Undena Canyon Road. Stite No. 918. VIksthke 
Village, CA91361, USA. Subscrifjtkjn price is $19.99 per year. Canada add $10 per year and foreign orders add $15 (U.S. FUNDS 
ONLY) SubscrplmninqiKriesaiid address diangestnGAMER9RB^UBLC.^^ Box469049 ^conddo, CA 990499640 


■o 1998 Milenniuin PiMcrrtkms, Inc. All rights reserved, reproduction in whole, or in part, without the express written permission by 
the ptArK^ier. is strictly prohibited. Milletviium”^, Gamers' Republic^, MUennkan Strategy Guides™ and MiHennium Books™ are trarfe- 
merks end copyrights of MiHennium PubHcsbons krc. ™. 

Did wo fail to cksdose your copyright? Mfe’re very sorry! Tell us about it. and weV correct it 
Number of GR staff desrgiters with spicy BO: 1 






I did my best during the three days that 
Nintendo was here not to look at the game 
I’ve been waiting to play since Nintendo uttered 
the words "64." It wasn’t easy... Wandering 
past the delegated office I couldn’t help but 
notice the editors’ faces as Link went about 
doing his business in 3D. Pizza guys came and 
went for three days, and all totaled I watched 
Zelda in action for probably less than a minute. 
But I wasn’t alone. Aside from Bryn playing and 
Mike doing the captures, few dared look at the 
soon-to-be legendary title. It says a lot about a 
i game when it’s taken that seriously and on 
I such a personal level. But as majestic as 
I Zelda is, an interesting question has been 
I raised: how much will its impact be lessened by 
looming out the same week as Sega’s 
I Dreamcast in Japan? I can’t repeat the words 
our editor overseas used to describe Sonic 
i Adventure while reporting from the recent 
' New Challenge Conference 2, but it’s obviously? 
beyond anything we’ve ever played, as I’m sure* 

I many DC games will be. In the end, though, j 
few games will ever mimic the magic or 
I Miyamoto’s best, which leads us to the moral' 
of this story... When all is said and done, 

I games are more about fun and fond memories 

M ”*than anything else. If I had to score A Link to 

the Past today. I’d still give it an A, as proba- \ 

• bly would most of you. That’s not to say that 
the technology headed our way doesn’t have us 
1 1 so exited we can’t sleep and that when we do, 
^ we dream about it - but I thought I’d just take 


INTERNET 


EDITORIAL 

CONTRIBUTORS 

MILLENNIUM 

STAFF 


DAVE HALVERSON 

dhalverson@gamersrepublic.com 

T— T \ V / ! 

EDITORIAL DIRECTOR: DAVID S.J. HODGSON 
MANAGING EDITOR: RYAN LOCKHART 
SENIOR EDITOR: DAVE REES 

STAFF EDITORS: MIKE GRIFFIN, MICHAEL HOBBS, 
BRADY FIECHTER 

CREATIVE DIRECTOR: GARY HARROD 
ART DIRECTOR: GREGORY HAN 
DESIGNERS: JEREMY CORBY, EDO FEAR, 
GERALD ABRAHAM, PEI NG 

INTERNET DIRECTOR: BRYN WILLIAMS 
JAPANESE EDITOR: JUN SAKAI 

ERIC PRATTE, BRIAN OSSERMAN 


ASSOCIATE PUBLISHER: GREG RAU 
CHIEF FINANCIAL OFFICER: BARRY BARONE 
VICE PRESIDENT OF SALES: BOB BERNSTEIN 
ADVERTISING DIRECTOR: JULIE SEGAL 
PR DIRECTOR: ANGELA HARROD 
ADMINISTRATIVE ASSISTANT: MELANIE MELTON 
DIGITAL PREPRESS: JOHNY BRACKETT 
PREPRESS FACILITY: JANO GRAPHICS 


NATIONAL DISTRIBUTION 

Rider Circulation Services, Inc. 
Stuart Bienstock 
National Sales Director 
3700 Eagle Rock Blvd., 

Los Angeles, Ca 90065 
Telephone: 323.344.1200 

Facsimile: 323. 258. 0626 

FOR MIDWEST & EASTCOAST 
ADVERTISING INQUIRIES 

Advertising Inquiries: 

Bob Bernstein 
200 Larkin Drive, Suite C. 
Wheeling, IL 60090 
Telephone: 84 7. 520. 7995 

Facsimile: 84 7. 2 79. 1875 

FOR WESTCOAST 
ADVERTISING INQUIRIES 

Advertising Inquiries: 

Julie Segal 

32123 Lindero Canyon Rd. 
Suite No. 111 
Westlake Village, Ca 91361 
Telephone: 818. 889. 4372 
Facsimile: 818. 889. 3195 
jsegal@gamersrepublic. com 


SPECIAL THANKS: 

SHANNON “SHAQ " O'NEIL OF TEAM NINTENDO, BUDGE PHOTOGRAPHY STU- 
DIOS, SCULLY OF BADUCCOS, CAJUN-STYLE, STINKY-FACE DA CAT. TOKYO 
PUBLIC TOILETS, PLAYMATE VANESSA GLEASON, KIRK EWING OF VIS. 
JOE-.MASTER OF BEASTS. WILL MCBEE, MIKE CHOUNG & THE CREW OF THE 
U.S.S. JEFFERSON. ALAN LEWIS. EVERYONE AT REALITY BYTES. AND YOU! 


I 








YOU’VE GOT TO HAVE A LOT OF BALLS 
TO PLAY A GAME THIS REAL 

(SIXTEEN TO BE EXACT) 


"Virtual Pool ...is the 
absolute, incontrovertibly 
best, most believable 
pool simulation available 
for any platform. " - GameWEEK 


"...Play ultra-realistic pool, 
without the risk of getting 
hustled..." - IGN64.com 





Master mind-blowing trick shots that 
would rival any seasoned pool shark! 




V r irtual Pool 64™ puts 

incredible touch and 
precision in your hands. With 
unsurpassed, ultra-real physics, you'll control 
the power behind every break, tap and trick shot! 


Ultra Real Physics ma^VR Pool 64 
as close to the real thifl||^s It gets! 


Best of all, with nine exciting types of pool, three levels of difficulty 
and two-person, multiplayer support, beginners and 
experts will both enjoy the challenge of 
Virtual Pool 64. 


VISIT WWW.CRAVEGAMES.COM 

© 1997, 1998 Celeris, Inc. All rights reserved. Virtual Poof, VR Sports and the VR Sports Logo are trademarks of Interplay Productions. All rights reserved. Exclusively licensed and distributed by Interplay Productions. 
Published and Distributed in North, Central and South America by Crave Entertainment under license with Interplay Productions. © 1998 Crave Entertainment, Inc. All rights reserved. Nintendo and the “N ' logo are 
registered trademarks of Nintendo of America Inc. 




0 ""74470 94134 "z 


ISSUE IMO.^ 


TRANSCONTINENTAL GAMING GUIDE 
A MILLENNIUM PROJECT 


Cover Story .24 

The Legend continues. Witness the next evolution of Link In all 
HIS 64-bit glory in our spectacular 4-page review. 


Gamers’ Republic journeyed to 
Konami just in time to bring you a 
4-page exclusive on what is sure 

TO BE ONE THE HOTTEST NINTENDO 
64 RELEASES OF 1999. 


1 MANIFESTO 

.02 

Ifrontlines 

.06 

1 DATABASE 

.18 I 

Itechfront 

.22 I 

Idreamcast 

.28 I 

PREVIEWS 

.38 I 

(reviews 

.77 I 

|gr sports 

.ioo| 

(world republic 

.106 1 

Ianime republic 

.IIaI 

(codex republica 

.112| 

(music 

.12a| 

ICINEMATRIX 

.126 1 

(fallout 

.127 1 

(next month 

135 1 






More Dreamcast .28 


As Sega’s new super console nears its Japanese launch, more 

AND MORE REMARKABLE SOFTWARE IS BEING REVEALED. GET THE 
LATEST INFO ON ALL THE NEWEST DC WARES. 




NBA Live 99 
NHL Faceoff 99 
NHL 99 
Ninja 
O.D.T. 

Outcast 
Pool Hustler 
Psybadek 
Quake 2 MP 2 
Rayman 2 
Requiem 
Ridge Racer 4 
Roadsters '98 
Running Wild 
Sentinel Returns 
Shadow Madness 
Shogo 
Silent Hill 
Small Soldiers 
South Park 
Speedbusters 
Streak 
Test Drive 5 
Tomb Raider 3 
TAiKindgoms 
Turok 2 

Twisted Metal 3 
Uprising 2 
Virtual Pool 
VR Baseball 2CXX) 
Wild 9 
Xenogears 
Xtreme ProBoarder 
Zelda 


Akolyte 

All Star Tennis 
Animaniacs Ten Pin 
Assault: Retribution 
Asteroids 

Bomberman World 

Brave Fencer 

Brigandine 

Bug’s Life 

Bushido Blade 2 

Castlevania 64 

Centipede 

Cool Boarders 3 

Crash 3 

Dark Stone 

Dark Vengeance 

Destrega 

Dragonseeds 

Drakan 

Duke NukemiTime to Kill 
ESPN NBA 
EverQuest 
Fifth Element 
Fox College Hoops 
Gauntlet Legends 
Guilty Gear 
Hedz 

Jackie Chan Stuntmaster 
Jeff Gordon Racing 
Kagero: Deception II 
Lode Runner 
Lucky Luke 
Metal Gear Solid 
Mr. Domino 




front 





frontlines nevis I ; - page 6 


frontunes 


CAPCOM COMMITS TO OREAMCAST. 

f^apcom’s Okamoto has this to say about that: 


“One of the reasons we have signed on to 
develop games is the power of the Dream- 
cast. Currently, no other console can achieve 
that kind of spec. It’s a natural for Capcom, 
which is why we agreed to come on board 
when approached by Sega. There was no rea- 
son to decline the offer, as this gives us the 
opportunity to create superb games. 


The big news is that Capcom arcade games 
can be easily ported over to Dreamcast with- 
out expansion memory, which we are current- 
ly testing. For example. Street Fighter s can 
be directly converted to Dreamcast. Capcom 
is known as the premiere fighting game 
developer so we are very pleased that we can 
release these games without any graphical or 


gameplay shortcomings. 

At this time, we are announcing two titles: 
Biohazard - Code Veronica (Resident Evil) 
and Power Stone. There are only two because 
we intend to concentrate on these titles. We 
intend on creating as many games as possi- 
ble for Dreamcast and are, of course, thinking 
about releasing more major titles.” 



DREAMCAST BIOHAZARDOOS 

Biohazard has been announced as 
D a Dreamcast game. . . 

...under the codename Veronica. Story setting: 
you’re on a desolate island located somewhere in 
the South Pacific three months after BioHozard 2. 

The main character will be Clair Redfield, one of the 
two characters you control in BHz. Because of the 
high graphical performance of DC, characters in the 
game appear seamless, sport- 
ing smooth surface texturing 
(DC’s skin structure enables the 
rendering of the whole charac- 
ter, as opposed to rendering 
part by part). Unlike the original 
BioHazards, everything in the 
game is fully polygonal, so the creators have been able to take liberties, 
experimenting with new camera angles such as allowing the player to see 
through the enemies' eyes... 


GRANDIA 2 MADE GRAND IER 

F or some, Grandia was the singte greatest experience on the 
Saturn. It defined the system in so many ways technically... 

...and many agree that its quest eclipsed the mighty FFVII. Game Arts has officially 
announced Grandia 2 for the Dreamcast. It will include a completely revised game- 
play system, and the direction of the game has been drastically redefined, justin is 
all grown up, now in his late teens, and the game’s design has matured alongside. 

The ambience and atmosphere of the first game was decidedly bright, enthusi- 
astic, and cheerful. These ideals have been cast aside in the sequel. Grandia 2 will 
showcase a more settled, slightly darker environment and feel. President of Game 
Arts, Yoichi Miyaji, said that they joined up with Sega to create strong, artistic 
games. He explained that they have no real concern for game sales, but that their 
first priority is high quality. He feels that the DC’s modem may be its real value, as 
it encourages communication between players, so expect Grandia 2 to incorporate 
some network features. 

Other major changes include fully polygonal characters, incredibly controllable 
camera angles, and an all-new evolving system within the game (in real-time). This 
will affect atmosphere, as certain integral elements in the game change as time 
goes on. Game Arts might try to involve net play with this evolving play-mechanic, 
so that players may alter facets of the game’s characters (or perhaps the game 
world) and exchange the data with other players. Regardless of their plans, the DC 
should provide the power to create a mind-boggling visual experience with unseen 
depth. Grandia 2.. .on Dreamcast!!! 




GET 

/ n the newly 
Power Stone... 

...players engage in 
various kinds of action 
such as climbing walls 
and hanging on pillars. 
The game is currently 
being developed for 
NAOMI but will be ported 
onto the DC soon. 

In Power Stone, 
adventurers come 
from all over the world 
and fight to obtain the 
legendary gemstone 
that makes their wish- 
es come true. The 
quest for the Power 
Stone will definitely 
be a glorious and gru- 
eling FPS battle. 


SHOOTING GHOSTS 

Bue in December for Dreamcast, Geist Force 
U is being developed... 




...internally by Sega of America in 
concert with CG masters Netter 
Digital Entertainment, best 
known for their special effects 
work on Babylon 5. A combina- 
tion of free flying and rails type 
shooting, Geist Force*s view will 
be dynamic, changing to the best possi- 
ble angle automatically (like Sonic) so 
players are less likely to get confused. 

Each stage of game will be different as 
there are horizontal scrolling stages, 3D 
dog fights, and so on. Unfortunately, 
the version on display at this year’s TGS 
was less impressive than the suppos- 
edly 30% demo shown at E3. Curious. 















frontlines news 


ATTACK OF THE TINY CONSOLES 


UBISOFT GO RACING... 

I IbiSoft announces their first Dreamcast titte, Monaco Grand 
U Prix, and it’s looking amazing... 

Footage and shots depict 
incredible detail in car and 
track design. To keep the 
game as accurate a sim as 
possible, Renault, a French 
car manufacturer famous 
for creating some outra- 
geously fast cars, are con- 
sulting UbiSoft throughout 
the development process. 

While it is unfortunate that 
the game will lack the 
authenticity and appeal 
that a Fi license would bring, with a Dreamcast engine under the hood, you 
know this baby’s going to fly. Slated for release this winter, the game will like- 
ly be on many import buyers’ lists. Oui papa! 


^nk have officially announced the release of the Neo»Geo pocket and accompanying games. . . 

The release date is October 22, and there are eight different colors (platinum blue, platinum white, platinum 
silver, camouflage blue, camouflage brown, carbon black, maple blue, and crystal white) and the unit allows up 
to 20 hours of constant play using two AAA batteries. 

By using their exclusive flash memory, SNK claim that production of games will be much faster and efficient. 

Ordinary mask ROMs take about three to four weeks lead-time (with a minimum of 1000 units produced). How- 
ever, now SNK can produce games, depending on the demand, without the hindrance that accompanied ordinary 
cartridge game production. Games will be produced in three different ROM cartridge sizes: 4, 8, and 16 MEGs. 

Numerous enhancements have elevated this handheld to the “gadget” status, not the least of which is the exchange of character data between 
players and the ability to play vs. games with an adaptor that uses radio frequencies. No cables are needed, and the playable communicative 
radius is between 15 feet to 90 feet depending on interference and the number of gamers linked up (a maximum of four). Alas, extra Yen is 
required for this adapter, which will be available in Japan at the end of November. Other features include the 
interchangeability of data between the Dreamcast and Neo Geo Pocket, and a time-lapse function. By develop- 
ing Pocket Monster-style games in the future, it will be possible for players to cultivate their own characters using 
Neo Geo Pocket, and then transport them into a Dreamcast title to take advantage of the machine’s graphical 
capabilities. The time-lapse function has a calendar and clock, so it is also possible to develop games that are 
time sensitive. In fact, the soon-to-be-classic Melon's Growth Diary (a Neo»Geo Pocket 
launch title) is expected to give players a greater sense of reality in the simulation as it 
presents you the opportunity to “grow” a girl named Melon. 

The first real title of interest using all the functions available between the Dreamcast 
and Neo Geo Pocket will be King of Fighters, available in Spring 1999. Initial launch titles 
are Samurai Spirits, Real Bout, Gekko no Kenshi, and Metal Slug, but as demonstrated 
at the Tokyo Game Show, SNK’s launch strategy needs a little 
work. Both the monochrome and color versions of the Pocket 
were shown, which begs the question... why buy black and 
white? 


PUYOPUYON 

Ji’s that damn puzzle game again!! AARGHHH 

Compile has announced they 
will develop for the Dreamcast 
beginning with their infinitely 
popular Puyo Puyo. 

The game will feature 
“Combo Voice” and “Funny 
Demonstration,” which were 
included in the original ver- 
sions. Compile also plan to 
add more characters, each with 
his own unique attack. The 
game system is being con- 
structed to give players the 
ability to target their oppo- 
nents and engage in up to five sequential combos. Costume 
colors will change as well. 


VF3:TB - FROM THE TEAM THAT BROUGHT YOU KILEAK 

Though unconfirmed, rumor has it that the VFs:tb Dreamcast translation 
was farmed out to none other than Genki of Kileak the Blood fame. Appar- 
ently the AM teams are swamped with Model 3 and NAOMI arcade pro- 
jects, not to mention a certain epic DC RPG in production at AM2... This 
rumor might be somewhat true, considering Genki’s staff has a couple of 
ex-AM2 guys on board. Then again, if you remember Fight for Life on the 
jag was done by an ex-AM2 programmer. The difference? Franky B’s game 
was a pile, and VFs:tb looked awesome. True or not, it’s an interesting 
rumor nonetheless. 


INTERVIEW WITH PRESIDENT NINTANI 

“Since we have always released games for Sega, it 
was natural for us to develop games for DC. 

Basically, Puyo Puyo is released every two years and 
this year we are supposed to release a new version. 1 
would say the timing was great. 

Characteristics of the game will be... characters in the 
game will help you during the match. Also, we bumped 
up the resolution, so we added the mode that enables 
players to do 100 sequential combos. We are also con- 
sidering four-player mode, too.” 


HARDWARE SPECS 

CPU-. 16 Bit 

MONITOR'. 160 x 152, Mono- 
chrome 8 levels 
SIZE'. 74mm (L) x 122mm (W) 
x 24mm (H) 

Functions: 

1) Real time world clocks 
which enable user to check 
time-zone. 

2) Alarm clock 

3) Daily fortune teller 

4) Memory back up 

5) Calendar 








front 



frontlines news I ^ page 8 ■ ^ 



EVAHGEUON GOES POLYGONAL ON N64! 


B 


andai is currently developing an N64 game based on Neon Genesis Evangelion, 
one of the most popular anime series ever, for a spring ‘99 release 




\n Evangelion 64, players will have to clear each mission via one- 
on-one battles with Angels from the series. Bandai are even plan- 
ing to duplicate the scene from Genesis: 12 where Shinji & Eva-01 
nnibal, eating away at the 
’s A.T. field like a mad dog! 

Other missions include counter- 
acking Angels within a specified 
time, working together with Rei and 
Osuka. Like in the anime, you will receive a briefing from Misato, 
who is in charge of combat operations. 

During battle, the condition of your Eva is displayed on the screen 
and, like in the series, if your Eva receives damage, it 
will effect the pilot as well. Depending on the amount 
of damage to the Eva, the rate of synchronization 
between you and it can change, in which case the Eva 
can become uncontrollable. YouMl also have 
out for the umbilical cord. Once it is cut, you 
operate your Eva for five minutes - just like the a 
Bandai intend to mimic the atmosphere of the 
nal animation series precisely to please the millic 
Evangelion fans world wide. We’ll keep a close e 
this one. This is just what the N64 needs in japan. 



WEX MAJOR: NATIONAL PLAYBOY 



Interplay and Shiny held a contest 
this September to promote their latest 
release. Wild 9. The rules were simple. 
Nine players would play Wild 9 for 99 
hours, and the one who held it together 
the longest would win the grand prize 
of $9999.99. Each contestant was 
allowed a nine-minute break every 
hour, and a two-hour break every nine 
hours. Needless to say, most failed to 
stay the distance. In the end, four con- 
testants remained. Of course, their 
chirpy optimism and massive, swollen 
stamina could have had something to 
do with the fact that the contest was 
none other than Hugh Heffner’s Playboy man- 
sion in Beverly Hills! Contestants got to meet many sexy play- 
mates, Hugh himself, and other stars throughout the three- 
day event. It seemed that the four blokes left were not going 
to give in, so in the presence of David Perry, the Shiny team 
and Interplay, a sudden-death situation ensued. It was very 
close, but in the end, Brent Rambo (honest) won the grand 
prize, with David Lucas snagging a close second. Mr. Perry 
awarded the winners two huge checks, but after all, at an 
event like that, there are no real losers. 



NAMC0..,NEW PAD, NEW PS 
GAMES! 

Together with 
the release of 
Ridge Racer 
Type 4, Namco 
will release a 
new analog con- 
troller: the 

jogCon. The dial located at the center 
of the controller functions as the first 
real console implementation of force 
feedback. Unlike Nintendo’s Rumble 
Pack or Sony’s Dual Shock, both of 
which merely vibrate at various fre- 
quencies, Namco’s jogCon actually 
pushes against your fingers like prop- 
er arcade and PC force feedback con- 
trollers. The combination of R4S 
undoubtedly stunning gameplay and 
true force feedback Is a match made in 
gamer heaven. 

STAR IXION (PS) 

(c) NAMCO LTD., 

A space 
shooting 
game rich in 
simulation 
elements. 

The game set- 
ting is space 
in the 25th century, where you become 
a pilot in a space military force that 
defends colonies and bases populated 
by humans. In order to repel the 
unknown life forms that appear, you 
have to implement strategy in Map 
mode and shooting skills as a pilot in 
Combat mode. Of course. Star Ixion is 
also packed with the burning cinemas 
Namco are famous for. There are even 
Training and Conquest modes where 
humans and intruders engage In a local 
war simultaneously. 

TALES OF PHANTASIA (PS) 

(c) Kosuke Fujishima/NAMCO LTD. 

The original 
Super 
F a m I c 0 m 
game 
debuted in 
Dec 1995 and 
was a big hit, 
with Its epochal battle system, well- 
thought-out scenarios, and amusing 
riddle-solving elements. Fans have 
been requesting a PS version ever 
since, and finally, Namco have decided 
to release the game in japan on 
December 23 with more cinemas, 
modified character designs, and the 
addition of new characters. Mr. Kosuke 
Fujishima, who did the character 
designs originally, is in charge of the 
designs once again. 


















Developed by 


Windows® 95 


PlayStation 


ASC Games™ is a trademark of American Softworks Corporation. © 1998 American Softworks Corporation. Jeff Gordon© 
XS Racing^” is a trademark of American Softworks Corporation. © 1998 JG MotorSports Inc. Developed by Real Sports. 

® PepsiCo, Inc. 1998 © 1995 PEG Limited Partnership and PEG 97 Limited Partnership. PlayStation and the PlayStation 
logos are registered trademarks of Sony Computer Entertainment Inc. Windows® 95 is a registered trademark of 
Microsoft Corp. The ratings icon is a trademark of the Interactive Digital Software Association. All rights reserved. 


Jeff Gordon XS Racing Arrives March 1999 




front 


frontlines news 


page 10 



SONY PLAYS IN YOUR POCKET 

leverly dubbed tbe PocketStation, Sony’s long-awaited PDA 
V finally made Us appearance at the Tokyo game show... 


Scheduled for release in Japan on 
December 23, the tiny system will be 
priced at ¥3000 and will be available 
in white or crystal (clear) color 
schemes. The PDA will not only act as 
a memory card for the PlayStation, but also interact with games, which should 
open many avenues of innovation for PlayStation games in the future. Powered by 
a lithium battery, PocketStation comes with a clock function that can be used to 
properly synch it with PlayStation games. Another feature is an infrared communi- 
cations function that can exchange data with other PocketStations. Although you 
need a specific application to use the infrared link, it is likely that this program will 
come with PlayStation games 
that support it. Although the 
PocketStation is miniscule, it 
is outfitted with a high-quali- 
ty speaker that yields PCM 
sound quality. 

As it stands, an impressive 
31 games are slated to 
employ the services of the lit- 
tle guy, including Final 
Fantasy Viil, Street Fighter 
Zero 3 (which, by the way, is 
looking very good for PS), 
and Crash Bandicoot 3. 



POCKETSTATION (SCPH-4000) 

COLOR: white and crystal 

SIZE: 64 X 42 X 13.4 mm WEIGHT: 30g 



GET OFF THE BANOAI WAGON... 


It looks as if everybody in 
the game industry is dying to 
get into the PDA business. 
Bandai, known to manufac- 
ture various kinds of portable 
games including Tamagotchi, 
is preparing to release a very 
cool looking 16-bit portable game system called Wonder Swan. The pocket-sized 
machine, which weighs a mere 110 g and displays eight levels of hue, will include 
an interesting feature that allows players to hold the system horizontally or verti- 
cally. Two d-pads are aligned on the left-hand side and a series of four buttons is 
located on the bottom right. When you grasp the system vertically, you can use 
both directional pads - the right d-pad will behave as buttons. The Wonder Swan 
PDA will also come with an expansion slot that enables players to link up devices 
- including a communication cable - which are scheduled to be released later on. 

just as important as the interesting technology, the lineup of developers is also 
very impressive. Square, Namco, Konami and Capcom have all jumped on the 
“bandaiwagon.” Currently, an impressive list of over thirty games is scheduled to 

be released, 
including a 

Chocobo game, 
Puyo Puyo, 
Evangelion, and 
best of all, Tekken. 
Software prices are 
expected to be in 
¥3,000-4,000 
range. 


WONDER SWAN 

COLOR: white and crystal 
SIZE: 74.3 X 121 X 24.3 mm DISPLAY PANEL: 
2.49 inch FSTN reflection LCD (224xi44dot) 
CPU: 16 bit (3.072MHz) PRICE: 4,800 yen 



POKEMON GOLD 

Nintendo finally announced the approximate release 
date for both their Pocket Monster "Gold” and “Silver” 
versions. They will be available prior to the first week of 
May next year for the GameBoy Color. The company also 
announced that the Nintendo Space World, which was 
supposed to be held this year, will be held on May 1-3. 
Given the fact that 
Nintendo lacks numerous 
new software titles in 
japan, and the 64 DD is 
still in develomental 
stages (now slated for 
release in quarter 2 next 
year) the show will cer- 
tainly be interesting. 


ENEMY ZERO, TOGO 

When Enemy Zero came 
out, many were perplexed 
by its concept. You didn’t 
see the enemies but 
instead had to rely on 
sound to flush them out. 
Bandai plans on releasing 
a portable game unit that 
is similar in concept. 
Reportedly a portable 
shooting game, “Otoge” 
(sound game) looks like a 
little sports radio. This 
tiny game machine comes with a realistic sound effects 
system so that you can hear the sound of enemies com- 
ing from behind or from the side. What you have to do is 
shoot them down. At under $25, we wouldn’t be sur- 
prised if this little gizmo shows up here in the near 
future. 


r reasure finally launch game titles for new 
hardware NAOMI... 

According to Mr. Maegawa, president of super-skilled 
game developers Treasure, the company will release an 
arcade game for Sega’s NAOMI board. Development is 
already well underway. Although just what kind of game 
it will be has not yet been disclosed, but the mystery 
title is already generating excitement, as Treasure have 
yet to disappoint their fans. Maegawa will announce 
the title by the end of the year or early next. 


GROWING INDUSTRY 

According to The Interactive Digital Software 
Association’s (IDSA) second annual report tracking the 
state of the global video and PC game industry, interac- 
tive entertainment is now the fastest growing segment 
of the U.S. entertainment industry. With a growth rate of 
more than 30 percent in the first half of 1998, household 
penetration of “next generation” game consoles is 
expected to grow to an estimated 27-30 million in the 
U.S. by the end of this year. Also, the report showed that 
45 percent of U.S. homes currently have a PC. 













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front 


frontlines news 




ects show report 

Jt ngela Harrod braved the crowds, the traffic, the wind and the rain (weii, it 
M was quite sunny actuaiiy) of London to report on this year’s ECTS show. 

Okay, so the weather sucks and 
the people sound a bit too much 
like Austin Powers, but the Brits 
recently had plenty to be happy 
about at this year’s ECTS. Far from 
being behind, the European 
games industry is getting bigger 
and better, with some very juicy 
titles on the way. Over 22,000 
people from all walks of gaming 

life attended this year’s show, and although most companies were 
showing updated version of titles already seen at E3, some had new 
ones. 


DREAMCAST IN UK - ALL THE RAGE! 

The word Dreamcast was on everyone’s lips, and they were keen to see 
whether the UK developers would be revealing any titles. Most people 
were still taking the fifth, but UK developer Rage Software were show- 
ing their first DC title in a very secretive, behind-closed-doors type of 
affair. Incoming (available already on PC) is best described as a multi- 
vehicle arcade action game. The version we saw at the show was about 
60% complete, and they hope to make the game a DC launch title. 
INCOMING They’re also developing a sec- 

^ ond DC game. Expendable, a 
^ third-person, 3D arcade-style 

space sim. Rage developed their 
own proprietary 3D lighting 
effects engine for Expendable. 








PC SOFTWARE 
DELUGE! 

As you would expect, the PC 
platform had a strong show- 
ing including the latest ver- 
sions of highly anticipated 



products from Sierra, 
including Diablo ll (looking 
amazing) and Half-Life. 
Huge crowds gathered to 
see the demonstrations 
and take part in their first 
hands-on test. Big-name 
sequels such as Duke Nukem, Mech Warrior III, Total Annihilation: 
Kingdoms, Populous, Dungeon Keeper ll. Descent III and Abe's Exodus 
drew large crowds, but some original titles stood out. Psygnosis had 
Drakan, the superb looking fantasy hack ’n slay. The gorgeous Outcast 
from Infogrames and Monolith’s first person anime-inspired shooter, 
Shogo: Mobile Armor Division, had the crowds gathering big-style. 
Gremlin Interactive also had some very juicy titles on show. In fact, their 
stand was one of the biggest, and was busting at the seams with hot PC 
titles such as Blade, Wild Metal, 

Soul Bringer, Tanktics (also I KINGDOMS 

PlayStation) and Tribal Lore. 

Ever played Prince of Persial 
Well now, thanks to Red Orb, it’s 
joined the ranks of 3D, although 
fortunately the gameplay is 
much the same. If you liked 
Myst and Riven, then DayDream 
have something for you... 



CONTINUED ON THE NEXT PAGE 



The games In clockwise order starting from the top left are: Apache, Thief, Prince of Persia, Omnikron, Daikatana. Max Payne, Indiana Jones and Ashgan 






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frontlines news 


page 14 





pe Limited 


The games In clockwise order starting from the top left are: Anachronox, Creatures 2, Diablo, RoUcage, Hard War, Hired Guns, Hostile and Lander, 


eels show moat 

■ CONTINUED 


Traitor's Gate is in the same vein, but is based around the creepy Tower of London. 

And remember those wiggly little critters known as the Worms? Team 17 have brought them slithering back 
in Worms Armageddon, which may well be the final 2D game for 
the slimy creatures. New weapons, including the Indian Nuclear 
attack, and new enhancements like Internet team play should 
make this one a blast. 

MIYAMOTO NO-SHOW! 

As far as consoles go, there wasn’t very much to see that we had- 
n’t seen before at E3. Some exceptions were Codemasters, fol- 
lowing the recent success of Colin McRae Rally with TOCA 2, 

Micro Machines 64 Turbo, and Music, which lets you turn your 
PlayStation into a mini-recording studio. Sony were showing 
mainly updated versions of their E3 titles - Crash 3, Spyro, Bust- 
a-Groove, etc., but they did have Croc ll on show and a 60% com- 
plete version of the cutesy 3D platformer Rat Attack. Konami 
attracted huge crowds for their showing of Metal Gear. On the 
whole for console, there were no surprises... even Mr Miyamoto 
was supposed to be attending this year, but cancelled due to 
commitments in Japan. 


ECTS FINAL THOUGHTS 

Overall, the stronger presence of newer PC titles 
over console may mean that PC titles enjoy a 
more timely worldwide release and console 
titles predominantly still suffer later release in 
the European territories. Whichever way, when 
it comes to development, the European gaming 
market is not standing still, and is fast becom- 
ing a force to be reckoned with. 


At the prestigious ECTS Awards, Nintendo, 
Sony, Blizzard and Rare had plenty to be 
happy about as they reaped the top 
rewards. Here’s the complete rundown of 
who walked away with what (besides very 
big smiles on their faces): 

Reference Product of the Year 
Encarta 98 (Microsoft) 

Best PC Hardware 

SDfx Voodoo 2 chipset (aDfx) 

Game of the Year - Japan (LOGiN) 

Ultima Online (Origin) 

Game of the Year - Spain (Micromania) 

Starcraft (Blizzard) 

Game of the Year - Italy (The Games Machine) 

Blade Runner (Westwood) 

Game of the Year - France Ooystick) 

Fallout (Interplay) 

Game of the Year - Eastern Europe (Secret Service) 

Quake II (id) 

Game of the Year ■ Benelux (Power Unlimited) 

Commandos; Behind Enemy Lines (Eidos) 

Game of the Year - Germany (Power Play) 

jedi Knight: Dark Forces II (LucasArts) 

CTW Marketing Award 

Bronze ■ TOCA Touring Car Championship 
Silver -GoldenEye 007 
Gold- Grand Turismo 

Best Console 

Sony PlayStation 

Developer of the Year 

Rare 

Game of the Year -Console 

GoldenEye 007 

Game of the Year - PC 

Starcraft 

Publisherof the Year 

Nintendo 












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< - LCD control 

If you have any questions, comments, or suggestions for topics you 'd 
like to see covered, please email techfront@gamersrepublic.com. 

' IR Ironsmitler 


-<Z□^ 

<Z3* 


i| (though 3D gaming goes back at least as far as 
k ^Ithe Commodore 64, on which I enjoyed Gunship 
% to no end, it remained something of a novelty for a 
"^1 strikingly long time. It is easy to forget that it was 
f only the previous generation of consoles that was 
dominated by hand-drawn two-dimensional games, 
and had to struggle with special additional hardware just 
to achieve subpar ports of games like Virtue Racing and 
Doom. It has only been a few years since the release of 
newer console hardware, not to mention the phenomenal 
success of Doom and the Virtua series, which revolution- 
ized gaming, making 3D games the standard rather than 
the exception. But how sudden the change has been. 
Although 2D graphics are far from gone, they are certainly 
on the endangered list, with only a handful of companies 
like Capcom and Treasure really keeping the tradition 
alive. With a second generation of 3D consoles drawing 
ever closer, the future of 2D gaming seems clouded. 

Grapnics anP aamepiaM: 
uunat's at staUe 

When discussing 2D games, there are 
really two separate issues at stake 
first is 2D graphics, where a rtimriber of 
flat pictures (sprites) are d ravvn ron ~ 
top of one another to create jSW m 

graphics. The second is zD^dme- > 
play, which generally simply 
refers to games which could be 
done with 2D graphics without ... 
changing how they play. So 
while Super Nintendo and 
Genesis games (with occa- 
sional exceptions) used both | 

2C graphics and 2D game- 
pliiy, there is no real reason 


why one could not create a 

game with completely traditional 2D gameplay that uses 3D graphics. 
In fact, this has been done reasonably often during the current gener- 
Ration of consoles, most recently by Shiny with Wild 9 on the 
PlayStation, a 2D platform game with entirely 3D graphics. Treasure 
have for the most part stayed on the other extreme of 2D games, with 
everything done in hand-drawn 2D graphics, although Radiant 
Sflvergun, their most recent game, has gone an intermediate route, 
still sticking with traditional 2D gameplay, but using a combination of 
2D and 3D graphics. 

A lot of people are very fond of a number of genres of traditional 2D 
games, and it would be truly a sad sight if these genres fell into disuse 
just because 3D is the latest fad. However, there is little indication that 
vertical scrolling shooters or 2D platformers are in any danger of going 
extinct just yet. On the other hand, a number of people are also fond of 
the unique look of hand-drawn anime-style graphics, which has 
become increasingly uncommon as various factors have conspired to 
push developers doing 2D games to use 3D graphics instead. 

me TOOLS tor so oraotilcs 

Very little is actually needed from a technical standpoint for 2D graph- 
Basically, the system needs enough RAM to store the various 
'"‘’“’frames of animation for each sprite, and it needs to be able to draw pix- 
els fast enough to draw all the sprites in time to display each frame. It 
certainly helps to have support for certain common techniques, par- 
ticularly along the lines of multiple scrolling backgrounds, but on a suf- 
- ficiently fast system, this sort of support is more a convenience for the 
developer than a necessity. The RAM is substantially more of a limita- 
tion, and from an artist's perspective, it is tedious to have to draw 
dtgnsi every character from scratch for every frame of animation in every posi- 
tion. This is where 3D graphics increasingly come in. 

IR receiver 
piezo output 


make scenes look 3D, the use of 3D graphics makes it happen auto- 
matically. It is therefore hardly surprising that a number of developers 
of traditional 2D games have moved towards 3D graphics for their 
games. 


legacy of the Saturn will be its unparalleled 2D abilities. Witness Guardian 
Heroes, Treasure’s multiplayer side-scrolling beat ’em up classic. Using the 
Saturn’s sprite-crunching VDP chips, the game tossed loads of action around 
without a problem. Wild 9 is a fine example of intense 2D gamqplay in 100% 3D. 

It is hard to judge what lies ahead for 2D gaming. It is absolutely clear 
that the Dreamcast will be an ideal platform for 2D games with 3D 
graphics, and it seems fairly likely that companies such as Konami and 
Shiny will make sure that such games thrive well into the indefinite 
future. Given the inconveniences of traditional 2D hand-drawn graph- 
ics, their future is a little less clear. The Dreamcast's 26 MBs of RAM 
seem to make it perfectly well equipped to handle 2D graphics better 
than any console ever has (although high resolution graphics do take 
up quadruple the RAM, so don't expect anything as drastic as 10 times 
the frames of animation), and with developers like Capcom continuing 
to heavily support hand-drawn graphics, it seems clear that hand- 
drawn graphics won't disappear entirely. However, it seems equally 
likely that most companies without a well-established 2D graphics 
franchise will continue the trend of moving towards 3D graphics as an 
easier and, In many ways, more effective alternative. 



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□ 


cover story 


page 24 


developer nintendo • publisher nintendo • available november 




The legenil is bacL 

IM is transpoftei! Into 64-liit 
glory on his greatest guost yet! 


W hen an individual thinks about 
Nintendo, two things immedi- 
ately spring to mind: Mario the 
plumber and Zelda the elven adven- 
turer. Because these are possibly the 
two single most important video 
game legacies in existence, it is only 


Comparisons to the i6-bit Zelda will 
be drawn immediately as far as the 
story, interface, controls, graphics 
and sound are concerned, so let me 
begin here. Because all previous 
Zelda titles have enjoyed similar story 
lines and overall look and feel, it was 



natural that enormous pressure and 
speculation is placed upon the shoul- 
ders of Nintendo when the latest in a 
series is nearing its release. We have 
enjoyed Link's adventures on 8-bit 
and i6-bit systems, but when 
“Zelda64” was announced, the pub- 
lic's expectations were immediately 
phenomenally high. At last the wait is 
over, and I can finally write about 
what turned out to be one of the 
finest gaming experiences I have ever 
had. The Legend of Zelda: The 
Ocarina of Time is a masterpiece on 
many different levels; it is quite diffi- 
cult to express just how important 
and amazing this game is. 


obviously very important to repro- 
ducem the same feelings of role play- 
ing for the N64 version. The biggest 
challenge would be to transform the 
world of Hyrule from top-down 2D 
environments to 3D polygon al ones 
while remaining true to the originals. 
Fortunately, this has been carried out 
with much success. The real-time 
graphics, character and building 
models, and game environments are 
a joy to behold - definitely thymost 
impressive seen on the ss/sterj/ Zelda 
features fogless landscapes sunris- 
es, sunsets, beautiful dies and 
towns, smooth frame rates %nd ani- 
mations, and a fast pace thatV 






You found the i ' tirru / 

This Js (he Royal Family's hidden 
treasure that Zelda left behind, 
ft ^lows with a mystical light... 


Link recovers the royal Ocarina of Time. This magicat instrument enables him to travel forward seven years through 
time, allowing him to continue adventuring as a young adult. See how his physical and facial features have changed. 
Now he must rescue the six Sages of Time in order to defeat the evil Gannondorf and save the kingdom. 










■ 

■ 



M j 

y - ■ ■ 

■ ■ 

, ■ ^ 

■ 

■ 

■ 

mmm 1 

■■■ 











cover story 


never lets up. Sometimes texture maps appear by the sheer magnitude of the overall graphi- 

slightly blurred and colors can seem a little cal excellence. Link looks, sounds and reacts 

hazy, and even the sporadic pre-rendered perfectly to every situation, thanks to the 

scenes can seem a little out of place, but these meticulous work of Miyamoto, and the control 

are minute quibbles that are easily dispelled system, via the superb N64 joypad, gives the 

player a perfect sense of being completely in 
command of the action. For example, when 
in combat (all of which is real 
time). Link will target an enemy and 
/ immediately the 3D environment allows 

i you to run circles around the creature while 
^ defending with a shield and striking with a 

r ^r- primary weapon. It alt feels solid and 

amazing sense of 
achievement when you finally defeat 
^ the awesome bosses that reside in the 
~ dungeons. This is easily the 

^ adventure to date, especially when 

^ ^ ^ •' compared to Others on the system, such as 

Quesf64. Aurally, Ze/d<3 revamps classic tunes 
IF and sound effects while at the same time intro- 

|4 ducing new scores to the game. A marvelous 
sense of adventure and even nostalgia forms 
when you hear the music, spurring you on to 
r f V connplete the game. Familiar locations arise in 

^ ^ r ? ' shape of Kikikara Village, the Graveyard, 


Hyrule Lake, town and castle, and the various 
dungeons. The dungeons each have a theme 
(such as water, ice, fire, etc.), unique enemies 
and bosses, and a variety of treasures such as 
weapons, keys, magic spells, puzzles and 
traps. The puzzles later in the game require 
some real brainpower to solve, and now that 
everything is 3D, even the most die-hard Zelda 
fanatic will be tested to the limit. Link will have 
to search and conquer at least ten huge dun- 
geons as well as many other sub-games and 
locations in order to defeat Gannondorf and 
save Princess Zelda. All of these tasks are com- 
pleted with the aid of time travel and, of 
course, the Ocarina of Time, This royal item 
allows Link to learn and play ten melodies, 
which in turn enable him to travel backwards 
and forwards ^ 

continued 

in time, with 
an obvious 

comparison J i 



Like a twisted M, Unit mirrt explore 

haunted corridors and dungeonsm^ttmferest Templetn 
an attempt to rescue Saria. tM dkaarem a 
chest containing the alt ^ g mtan t Bms Kie)fL Battle ^ 
undead warriors to §0Mm smati keys! Watch Hwitap^ 


Ki^ Dof^ngal^n andeat 

aeatore that uses etectrid^^ 
’spoim,¥phngmmsembbsa ftttming 


fM am mempHhtimmter molecules and 
After ell tIjSS 

Uakdei^^ "Ofen are ^ae verytaafyprhtes 

f yo¥ -^^^thi e-1^^a ^ in the pond: ] : . 

■■ ■■ : 0 -■■ -Jf:' ■■ t 


■ SUPERBLV 0£T RILED STORV RRO BERUTIFUL EHRRRETERS 


■ R BH-BIT 2ELOR BRIBE. UHRT PIDRE ERR DDE SRVf 

■ mRSSIVE ERVIRDnmERTS RRO EIRST-RRTE GRRPHIES 


■ PERFEET BRLRREE OF BRFIEPLRV. EORTROL RRO STVLE 


Put SIMPLY, znoA: ocarina of time is the best game on the n64, and quite possi- 
bly ONE OF THE BEST GAMES EVER. EVERYBODY NEEDS TO PLAY THIS GAME. PERIOD. 


cover story 


drawn to that of the Light World and Dark World envi- 
ronments in Zelda: A Link to the Past. In order to fully com- 
plete the game, you will be playing for at least 40 hours, If 
not more, and because the incredible unfolding storyline never 
stops, it can only be described as: A) a true Zelda game; and B) 
a work of genius. This is by far the best game of the year in my 
eyes, and at last I feel satisfied with my N64 . 1 only hope I don't 
have to wait this long again for a game of such stunning bril- 
liance. Shigeru Miyamoto and team have outdone themselves 
once again, and it seems hard to believe that they could top 
this magnificent achievement. This game will undoubtedly set 
a new standard within the gaming community. Sheer excel- 
lence. 



dreamcast feature 


page 28 


' T ' l i I i rj ' I ' * ' * ' * * A i r«Ti A ' f f t" 11 1 1 "r r i T i 


drGamcast 

Nrst ujave ^ 


DL| mil-ie csrimn 




Climax lanclers 



Climax strike again.., 

I hope you guys remember the games Climax 
developed for Sega’s i6-bit machines and the orig- 
inality each one displayed. Shining in the Dark- 
ness, the dung.epn RPG with shocking depth, and 
possibly the genesis (ahem) of a game universe 
shared by Climax Landers. Remember Gillius from 
Golden Axe in the weapon shop? Those were the 
days. Then there’s Landstalker- an amazing game. 
1 remember a couple of months before the import’s 
release 1 was salivating over the latest screenshots, 
transfixed and awestruck by the “i6-meg” headline 
and gorgeous “Diamond Dimension” isometric 
insanity. The truth is, LandstalkeCs graphics were 
considered awesome for a very long time during 
the i6-bit years. Climax’s cool, pseudo-futuristic 
fantasy realm was branching off into new dimen- 
sions, but the familiar detail in shading, the choic- 
es of color, and the quality of animation in the 
Landstalker world surpassed all previous efforts. 
As a devout Shining Force fan, I’ve always thought 
that SFCD was the pinnacle of the i6-bit series - 
and yes. Climax are responsible for it as well. O.K., 
so they also did the bizarre Ladystalker on Super 
Famicom, but it was never meant to be the game 
that Landstalker was. These games all share the 
same unique theme, however, and each one 
demonstrates trend-setting play mechanics. Climax 
are never disappointing. 



A) Marion perched atop a tree fortress B) Sword 
regards this amazing chapel C) A stunning real- 
time structure D) A taste of battle effects to come 




A FANTASY DREAM BROUGHT TO LIFE 

So, why all the history? Well, the minds at Climax 
recently experienced their own nostalgic flash- 
back, inspiring them to return to the fantasy realm 
they once flourished in. They were given the 
Dreamcast technology by Sega, and suddenly all 
was clear: A fully three-dimensional fantasy world 
was now a feasible creation. Yes, it could be done! 
The world would resemble their other games, but 
instead of hand-drawn sprites, the towns, dun- 
geons, battles - virtually anything - would be 
brought to life using polygons draped in beautiful 
textures. Oh, and since the game would represent 
their return to fantasy RPGs (after titles like Run- 
about), Climax decided to assemble the greatest 
characters from their i6-bit classics and cast them 
in the new project: Ryle from Landstalker, Marlin 
from Shining, even Yogurt from SF CD! 









^ TRAPPED IN A BEAUTIFUL WORLD 

Climax Landers chronicles the quest of Sword, a wandering adventurer. He is sucked 
' into a foreign land by an old man and sent on a quest: Unveil the mysteries of this 
t ‘ J world. Discover who or what created this existence and its people. Why him? Why was 
— — — - — he dragged into this reality? Sword knows he has no real choice. The answer might lead 
to his freedom. He grudgingly accepts. 

Take a look at these shots. Climax have the Dreamcast rendering polygonal characters, items, and maps 
in real time at 6o fps in high-res. They’ve explained how restraints from the past have melted away. The 
I number of characters per scene, for instance, has increased by three fold. The motion and design of each 
< character is dramatically improved over typical games. At the TGS, we witnessed 
'stunningly huge towns flanked by opulence and complexity that is rarely seen. The 
dungeons in Landers are randomly generated, which tends to sacrifice the quality of 
the layout and graphics. Instead, the random generation in Landers employs an Intel- 
ligent system of parameters to provide 3D layouts, so the detailed dungeon environ- 
ments never seem to suffer as a result. In fact. Climax have taken steps to ensure that 
the dungeons evoke mass tension and paranoia each and every time you play. 


Matidn) 


mind-numDlnq detail in everij 3d environment! 


Sword} 


They know where you are... 

The dungeons are random, but the creatures prowling the catacombs are lethal hunters. 
Each monster has intricate behavioral thinking. This is the Dreamcast after all! A.I. has 
advanced, too. The treacherous bastards have a bag of tricks at their disposal, patrolling the 
dungeon with a purpose so that players will have to consider tactics even when they’re rou- 
tinely exploring. Certain beasts can become companions, trapped for safe keeping in your 
VM, and you can download other data to the VM to access (still undisclosed) extra play 
modes as you progress. Perhaps it involves one of several hundred items you can collect 
during your quest. There’s so much left to uncover. More next month. 


dreamcast feature 


■■ 



We were absolutely floored by the stunning townscapes [ 


in Landers. Ryle. Landstalker’s hero (top left), leaves 1 


one such town. Climax artwork in 3D. at 60 fps! 1 








dreamcast feature 











virtua flciriter 


3:tD 


Tne model 3 poiuernouse launcnes uuicn tne oc 


irtua Fighters was the first game to showcase the Model 3 board 
and proved to be a testament to AM2’s genius. About a year after 
the release of VF3, Sega introduced VFs-Team Battle, with 
enhanced controls and the 3-on-3 TB mode. VF3 is Japan’s most played 
fighting game, a title It has held for nearly two years. We had a chance 
to play this important launch title recently at the TGS. 

VF3:tb has 12 characters and 13 stages, although only six of each were 
available at the show. We have images of five characters right now. 
Including Lau, Jeffrey, Kage, and Sarah, and three different stages. At 
this time (mid October), the game is about 70% complete. As you can 
see, it's looking awesome. We observed that most backgrounds were 
slightly lower resolution, overall, than their arcade counterparts. The 


actual polygonal construction of the stages seems to be exact, howev- 
er. The characters shown weren’t quite complete: Lau was missing his 
long upper garment, Jeffrey’s legs were a little chunkier than usual, 
Jacky’s jacket wasn’t rippling in the wind, stuff like that. Most of the 
intricately detailed animations of the characters weren’t quite finalized, 
which Is probably why characters like Aoi (with her billowing dress) 
weren’t shown. In terms of gameplay, Sega has promised a 100% trans- 
lation and most players at the TGS agreed that the show version was 
close - very close. Considering the quality of previous arcade to home 
translations, we’re pretty sure VFsdb will play like a dream. You’ll prob- 
ably need to pick up the Arcade Stick, though. However, our correspon- 
dents said the pad was “almost worthless” when It came to VFsdb. 




secia rauLi s 

Tfie Hrst qame to demonstrate tne oreamcast's modem 




r he arcade version of Sega Rally 2 was released in February to much anticipation. This 
sequel to 1995’s Sega Rally Championship was the first game to be based on the Model 3 
Step 2 hardware configuration and the track graphics and car models blew everyone away. 
Now we’re talking Dreamcast port. And then there’s the little matter of It being a launch title. 
Sega did a remarkable job handling the Saturn port of the original Rally, as many players will 
attest to, and they’ve done everything In their power to ensure that Rally 2 becomes another 
close port. 

The DC version of Sega Rally 2 will include several new modes exclusive to the home game. 
Arcade mode will be a straight port, but extra modes like Original, Time Attack, and a Car Set- 
tings submenu will be made available. The Original mode alone is worth the purchase, as over 
a dozen new courses are selectable including all of the original Rall/s tracks (compared to S/?2’s 

four arcade tracks!). The best news, however, is the 
fact that Sega Rally 2 will be playable over the net 
using the DC’s packaged modem! The AM conversion 
team let slip that Rally 2’s modem play will support “at 
least three players.” Can you imagine? You open your 
DC and that same day you’re playing Rally 2 against 
people over the internet! Game Over, yeeah! 


While not quite on par with the Model 3 Step 2 
arcade graphics, the DC version of Sega Rally 2 will 
be a much more satisfying game with extra modes. 







r omitatchi-San and Maroo-Chan of Sting (creators of Baroque and Treasure Hunter G) are 
extremely proud of their new Dreamcast project, Evolution. Set during the 1930s, Evolution 
is the tale of Mag Launcher. While on a treasure hunt, Mag discovers an ancient machine. 
Fascinated by the device, he soon realizes that locating it may not have been mere coincidence. It 
may in fact have found him. Along with this contraption, an entity may have survived through the 
ages by using it as a carrier. This is the mystery at hand in Evolution. 

Evolution is 100% traditional RPG goodness. There are menu battle systems, towns to visit, and 
huge dungeon maps (randomly generated, like Landers) to explore. The other characters include 
Gre, Chain Gun, and Pepper brandishing weapons such as daggers and canyons. Evolution’s direc- 
tor Tomita-san loves Chain, because he sees her as a sweet, tomboy-type character who is too shy 
to be honest about her true feelings. This attention to character detail is what separates Evolution 
from most RPGs of late. Sting says. And they are attempting to capture an Indiana Jones-type of 
excitement for exploration and discovery. Expect complete Visual Memory compatibility for us in 
monster capturing, and high-res, 60-fps polygonal graphics. The shapes and models are simple 
but cute and effective; Evolution sounds like an enchanting little adventure. 


triQ total ciream paci-iacie 

a tuu set of periprierais aciclinci to iiour piatiinci experience 



ig glass cases (right) at the TGS housed the contents of the Dreamcast package, which 
Ck includes numerous exciting cords and a slightly differently designed console. The rear of the 
unit is now sculpted up into a “spoiler,” and there’s an internal fan (thus hopefully avoiding 
the joy of balancing an overheating machine that PlayStation owners experience). Note the 
embossed Sega logo above the joypad ports, and DC logo atop the lid. There may or may not be a 
“Powered by WindowsCE” logo to the right of the joypad ports. The joypad was light, easy to use, 
had a d-pad that actually could be pressed into the diagonal corners (unlike the Nintendo 64 pad), 
but wasn’t built for fighting games. Cue the Arcade Stick, attached to a solid base and built from 
the same materials as the marvelous Megalo 50 sit-down arcade cabinets - perfect for VF, and light- 
ning fast responsiveness. Then there’s the Visual Memory cards (not VMS anymore due to copyright 
infringements) with a tiny d-pad and packaged in the 
same way as other LCD games. A keyboard was also 
present but not final, as was the only non-white 
peripheral, the racing controller which provides the 
Sega Rally fanatic with an orange and dark grey steer- 
ing experience. Overall? Top quality workmanship! 


Get them while they're hot! Note the cool orange/ red 
box, the size of the unit (about the size of a Discman) 
and the extra cables. Don't forget your VM cards! 







arcade feature 


Special exclusiue arcade report from Japan 




Everyone’s favorite games from the show were Konami’s 
music-orientated games. Currently riding a massive 
surge in popularity, the music game boom that Konami 
created has revitalized the arcade, and by taking advan- 
tage of almost no competition they are building up an 
impressive lineup. 

DANCE DANCE REVOLUTION - PIC 1 

The first-ever dance simulation game, this is like actu- 
ally taking part in Bust a Move. It’s really simple to 
understand but it’s still tricky to dance in step if you 
don’t keep in time with the music. The floor unit has 
four arrows (up,down,left,right) that you must step on 
in the order displayed on the screen. 

BEAT MANIA 3RD MIX - PIC 2 
Continuing to ride the wave of the music game boom in 
japan, Konami unveiled their latest Dj simulation, and 
everybody loved it. Probably one of biggest games of 
the show, you had to stand In line for a long time to get 
a go on it. This time you even get to listen to a remixed 
version of the Metal Gear Solid theme tune as well! 


POP^N MUSIC 

This game is a little easier than Beat Mania and is aimed more 
for casual users. In addition, with nine buttons to press, sev- 
eral people can play together at once, but you only have to pay 
the one-player price. Compared to Beat Mania's wide range of 
music, this game is more for popular songs. 

EVIL NIGHT ^ 

Konami’s own horror shooting game KU 

features the original three-gun cabinet. ^ ~ ^ 

Two of the guns are handguns but the \ r - 

other is a shotgun that actually has a \ . 1. 

wider firing range, making it easier to 

hit multiple targets. ' 'S 




!#■ naWi 


■ HOUSE OF THE DEAD 2 - PICS 1 & 2 

Naomi power brings this popular gun game back 
f*! ^ from the dead! Incredible graphics and extra game 
? touches like multiple routes and plot twists enhance 

the action. More details on this game can be found 
1 in our exclusive Naomi report next issue. 

1 * hf ■ TRILOGY ARCAD£ - PIC 3 

Show has never seen a booth like this 
before. The usual bland line of cabinets was 
replaced with an amazing Star Wars diorama with 
models of Storm Troopers and X-Wings to grab your 
' attention. In addition, the fully licensed Star Wars 
^ . soundtrack could be heard wherever you went. 

Of RT DEVILS - PIC 4 

^ After a long break, AM 3 were back with a brand new 
title that breaks the typical convention of driving 
f f jpi games. With this off-road racer you spend nearly as 
much time in the air as on the ground. A little tricky 
to get to grips with but lots of fun once you master the handling. 
OCEAN HUNTED - PIC 5 

The best looking Model 3 game ever, with graphics to die for. All 
the tension and excitement of an underwater adventure has been 
captured perfectly and the unique gun-shooting system adds even 
more atmosphere on top of that. Certainly the most enjoyable 

- — r shooting game at the show. 

f ; BLOOD BULLET- SIDE STORY ~ PICS 6, 7 & 8 

I j/ , An incredible looking zombie shooting game based 

0 *^ ^he House of the Dead story. The visuals are spec- 
■ tacular with excellent animations and creature 

I ^ ^ design as you and a friend select hh 

^ from three hardy adventurers ♦ ' 

r* ' and take to the streets to rid the r . 

r undead scum. Imagine 

^ Resident Evil meets Final Fight 

A I in full 3D! More on this monster ^ 

I I hit next Issue! 4 < i ^ 


t Sega, Alt Rights Reserved. Star Wars Trilogy Arcade c Lucasfilm Ltd & All Rights Reserved. 







arcade feature 


^o0ar characters take center stage, 


In order to attract hard-core users fatigued from end- ous Disney theme and the fun to play original story mode. Capcom’s 
less sequels and build up a new group of light users , excellent 2D skills have been to put good use with beautiful charac- 
Capcom have sought out the talents of outside design- ter animation as well. I 

ers and artists to enliven their games with truly original JOJO’S STRANGE ADVENTURE | 

and unique new characters. Even those people who Only on video, but probably the most awaited Capcom game for a 
wouldn’t normally touch a fighting game were glued to long time. Not only does it benefit from a rich manga pedigree, full of 
the monitors showing Jojo’s Strange Adventure, great looking characters with incredible special attacks and abilities,' 
Capcom’s big announcement was their first game for it’s also only the third CP- System III we’ve ever had. Expect this to do 
Sega’s new NAOMI board: Power Stone is still under well over here. 

development but early video footage showed an incred- ^ ^ ^ ^ ^ ^ 

ible promise. This is Capcom’s first true 3D fighter for ^ |' ' ' « 

sure. Check out “Frontlines” for more info. K C 

TECH ROMANCER- PIC 1 i ‘ L\. 

With one of the best creators in the animation world, u— ^ 

Shouji Kawamori (Macross), doing all the original I 

designs for the robots, it’s not surprising that this game -f ^ | 

attracted a lot of attention. With a good blend of styles ' ^ | ^ 

and design, this game has far much more character to it ^ 

than most other current fighting games. - : S 

MAGICAL TETRIS CHALLENGE FEATURING MICKEY | 6 

Capcom’s first Nintendo 64 game was looking very good | 

indeed with many female players attracted to its obvi- I ^ 


Since a few years back, Tecmo’s arcade fortunes have 
just got better and better. Building on their very suc- 
cessful Dead or Alive brand they showed themselves to 
be back amongst the big name makers by unveiling a 
whole host of third-party games at their booth. 

DEAD ORAUVE++ - PICS 1,2 & 3 
Having a real martial artist in their motion designer team 
has obviously helped in making this game one of the 
most playable and realistic fighting games of all time. In 
Its latest incarnation, Tecmo have fine tuned DOA++ 
even more with a whole host of new features to tempt 
you back into the arcade. 

FLAME GUNNER - PICS 5&6 
This wasn’t playable but it looks like It could be a really 
interesting game. In particular, they’ve managed to 
seamlessly blend numerous high resolution movie 




scenes throughout the game, which then smoothly revert 
back to the normal resolution level of the game. This effect 
alone is impressive. — - 

ELANDOREE - PIC 4 

In this unique fighting game you ride on the 
back of a flying dragon doing battle with 
other dragon-mounted warriors. Not only do 
you get to control the flight of your dragon in 
the 3D space but you can perform a whole 
load of magical attacks as well. K •* 


Capcom. Ail Rights Reserved - Magical Tetris Challenge c Disney - Jojo's Strange Adventure c Luckyland Communications .....^^5 

1996. 1998 Tecmo. All Rights Reserved Fiame Gunner c Gaps Inc. All Rights Reserved Elan Doree c 1998 Sai-Mate Ltd. Alt Rights Reserved 





fURMlH 

gASSj 


iRDRl 


Jt,WAI 





II yv 

\ 1 H 

A 



fiYM 








BHiiimnijiiii^rg!^ 


GUN BIRO 2 - PIC 1 

Psikyo, the undisputed kings of the shoot ’em up, have waited four 
years to make this sequel, but it’s been well worth the wait Using 
their own custom high-spec board for 260,000 color graphics, your 
wacky character’s unique animation is both smooth and colorful. 
Needless to say, the gameplay is excellent 
PILOT KIDS _ . 11 , _ , „ 

Shrinking to fit into a tiny plane 
you must do battle with a weird 

have been brought to life. Using 

the Model 2 to create some 

really massive 3D bosses and a 

wonderfully realistic back- ^ 

ground environment, Psikyo V' • ' * 

have made a truly original shoot ^ * i M * 


mik 


FUUKI 


ASURA RLAOE - PICS 1 &2 'V ^ 
A sword and sorcery fighting 
game set in a fantasy world V' 
where each of the eight stan- ^'^4^ 
dard characters has his own EJssiss 
individual attacks and unique capabilities. 
Not only can you attack with your weapon 
but you can actually throw your weapon at 
your opponent as well for some pretty 
spectacular combat. 


c 1998 Taito. Alt Rights Reserwed. c 1998 Psikyo. All Rights Reser¥eii c 1998 Fuuki Co., ltd All Rights Reserwed. 




arcade feature 


OeBd 0[Mi/e2pl3niieil for MMJ 

- Olmse range Of Original titles on Show! ' 




The first of Taito’s new games ^ 

using their new low cost, high per- 
formance hardware, the Taito G- y, . 

Net was well received by both 

people from the industry and the * f ^ ^ 

gamers. With just a simple card 
holding all the game data, it’s real- 

ly easy and cheap to exchange ^ f 

games. In addition, its incredible « 

CG capability has allowed Taito to '"2 

create a couple of awesome games as well. Look out for more good 
things coming for the Taito G-Net soon! 

CHAOS HEAT - PICS 1,2,3 & 4 

When we saw this at Taito’s private arcade show a few months 
back, we thought it looked good, but now it’s even better! As their 
first Taito G-Net title, it’s a good indication of the quality 
of games that we can expect hereafter and it’s in-depth ~ 

gameplay bodes well for a long arcade life. 

RAYCRISIS - PICS 5,6 & 7 i ^ 

It’s good to see that shooting games are currently having 
a revival in japan and this, the third in Taito’s excellent 
Ray Series, is one likely to push this trend even more. As ' 

their second Taito G-Net title, not only does it look graph- 
ically superior to any other shooter but it has a wealth of . 
new features as well. 





world republic 


~] Building on the success of the Street Fighter EX 
I ’ series, Arika are expanding into new territories. 

. This will no doubt take shape even further with J 
S * *18 * support of Namco behind them. Look for ^ 

^ ^ Arika to be behind some cool games in the 

.1 near future. For now Arika fans can enjoy ^ 

V their latest lineup. 

r . ** S- mH7\NGLAYlR-PlCS1,2 8i 3 
Having left Capcom to work with 
Namco, this is Arika’s first original 
'^\ fighting game not to use the Street 
Fighter license. They’ve designed a 
' completely new set of characters (with 
the exception of two original fighters > 

\ from SF EX, Blair Dame and Allen ^ ^ 

Snider) to do battle with and ■ 

included some very original new ^ 
game features as well. ^ ^ \ 

III SllSil J TETRIS: THE GRAND MASTER - PIC 4 

^ Not to be confused with Magical Tetris 

by Capcom, this is Arika’s very own Tetris game. It’s 

already in the arcades, so it wasn’t at the show, but we ^ 

thought we’d give it a mention anyway. O 




HANGUNFEVERON- PICS 1&2 

Carefully blending the tradition- 
al old-style shooting game for- 
mat with a host of new features, 
this game has a very nostalgic 
but exciting feel to it. In particu- 
lar, all the BGM is ’ 70 s disco 
music, which adds a most 
unusual atmosphere. That 
g|^ ^ aside, the game is 

^ for everyone, 
' including begin- 
ners and maniacs. 


BLOODY ROAR 2 - PICS 1,2 &3 

The world’s first beast transforma- 
tion game is back again with better 
graphics, new characters and 
improved gameplay. With more 
emphasis being put on the charac- 
ters’ unique animal-like qualities, 
the game - one of the more popu- 
lar at the show - now has a lot 
more variation in the fighting tech- 
niques that you can employ. The 
success of the original on the 
PlayStation means that this sequel 
should find a receptive audience 
should it reach Stateside. 


Bloody Boar 2 c Eightingf Razing c Hudson Soft All Rights Reserved. Still under development 
c 1998 Arika All Rights Reserved Tetris c Elorg. All Rights Reserved c Cave Co., Ltd. All Rights Reserved 







D rakan is an unforgiving world: a harsh 
climate, a rugged, mountainous ter- 
rain, a habitat for the ungracious Wartoks, 
toxic Spiders, horrifying Scavengers, omi- 
nously resourceful Primitive Giants, and 
vicious Blade Dragons. Its history is blem- 
ished by war; its destiny is in your hands. 

Playing as Rynn, a shapely, stubborn red- 
headed Dragon Rider with an uncontrolled 
temper and a heart of steel, you’ll soar 
over mountain ranges, do battle with 
hideous life forms and explore dangerous 
caves in search of your missing brother. 
And if looks could kill, you wouldn’t need 
your arsenal of weaponry, magic spells, or 
even your ancient fire-breathing red drag- 
on, Arokh. Rynn is as about as alluring as 
they come in the world of computer gam- 
ing; she will surely make Lara Croft jealous. 

But just what kind of game is Drakan 
anyway? It is an ambitious fantasy adven- 
ture game that combines the tumultuous 
action of flight combat, the exploration of 
Tomb Raider, the quests of a role-playing 
game, and swashbuckling action of 0/e by 
L f/?e Sword. Its formula is complex and 
untried, but if it works, it is likely to 
open a new avenue for gaming. 

The concept of the level is 
nonexistent in Drakan. The 
world has four regions, but 
they are joined seamlessly, 
which means there will 
never be any loading - 


even when entering unique landscapes. And 
the enemies you face have individual per- 
sonas; they react differently depending on 
whether or not you are mounted atop your 
dragon. A Wartok will sometimes run in fear 
when he notices you, but then return with a 
^ horde of minions to support his attack. And 
k the game is supported by a sequencing 
^ technology that Surreal Software call 
g STOMP, which allows for real-time cut 
k scenes that do not interfere with the play- 
51 er’s experience. But even more exciting is 
g the inclusion of multiplayer support: imag- 
S ine up to eight players soaring through the 
tt unfriendly skies atop huge fire-breathing 
dragons. 

ff Despite being introduced to Drakan in an 
r infant state, we can say that if its rich blend 
of play styles and fantasy-based theme are 
successfully realized, it could be a game that 
will hold our attention for quite a long time.© 


pc cd-rom preview 


developer surreal software • publisher psygnosis • available jan *99 


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© 1996 NINTENDO OF AMERICA INC. ^ 1998 KEMCO. a registered trademark of KEMCO 




I 



pc cd-rom preview page 40 • developer 989 studios • publisher 989 studios • available winter ’98 «|Sr?» 


A mbitious isn’t the word to describe the on-line behe- 
moth of a role-playing game that 989 Studios are cur- 
rently putting the finishing touches on. Think about a 
gigantic world that takes upwards of four hours of unin- 
terrupted real time to cross at its narrowest point, fully 
populated with a Tolkeinesque bestiary of humans, elves, 
halflings, ogres and trolls (these are just the characters 
you can play), plus hundreds of fantasy creatures inhabit- 
ing jagged mountains and serene plains. That is perhaps 
the smallest of impressions of the communal on-line 
world that EverQuesVs development team is proposing. 
While you gape at the in-game screenshots of an all-new 
continent recently created to house the second wave of 
gamers when the world goes “live” in january, let me take 
you through the life of a human fighter currently battling 
for survival in this beautiful and almost limitless realm. 

Taking part in a 270-man beta test was an exercise in 
wonder, fraught battling and agony (especially when the 
server closed for revamping). First, you log Into the 
EverQuest server and create your character. As you’d 
Imagine, every Imaginable race of Player Characters (PCs) 
can be chosen, including Erudites (robed island dwellers). 
High Elves, and even Gnomes. Next, face textures, char- 
acter class and additional skill point allocation occur (sim- 
ilar to the way Dungeons & Dragons characters are 
formed), after which your religion and starting positions 


are determined. Rather uninterestingly, I opted for the 
Human Fighter; named Sothoth, my pugilist sported 
rather fetching britches and a white frilly shirt. I decided 
to begin my adventuring in the town of Freeport. Now the 
“EverQuest” had really begun... 

Never have so many possibilities been presented to a 
gamer fully immersed in the gameplay of EverQuest. 
Outstanding polygonal graphics were the initial greeting, 
and after the character screen was negotiated, I moved 
my character around the townscape environment in a 
state of shock. Although not as intricate as a Quake 2 
level, the graphics are of the same 3D-accelerated quality, 
quickly sucking you into this fantasy realm like no other 
game before. Computer controlled guards patrolling the 
town’s battlements and characters of all descriptions 
wandered past me, all with a purpose. Snapping into 
character, I quickly bought a sword, a little leather armor, 
a fishing rod and then became engrossed In a very impor- 
tant initial task: locating the ale house. 

A tavern near a wooden ocean jetty was my first water- 
ing hole, and I nattered away to a couple other characters 
already propped up against the bar. Working in exactly 
the same way as an Internet chat room, greetings were 
exchanged, beer was bought, and then I staggered out to 
the pier (my vision blurred after my seventh flagon) to 
drunkenly catch some fish. Once my inebriated state had 


Meet the characters (below). Look for the further 
exploits of Sothoth the adventurer next Issue, alona 


nil 





lessened, I walked back through the city, walking past apothe- back to the arena, and began to train again. My skill with the 

caries, guard towers and assorted shops in an attempt to locate my Claymore had risen from Feeble to Very Bad! Now that Sothoth was 

Guild. Eventually finding the arena, I joined the Guild of Fighters a considerable force to be reckoned with, 1 tramped back to the 

and began training. My weapon of choice was a Claymore, so I killing grounds and into the next zone... 

opted to spend my five points training my two-handed melee skill. From this initial beginning, a warrior was born! I’m currently 
1 then trudged to the west exit of Freeport, determined to bring eleventh level, have adventured in desert, mountainous and dun- 

honor to my newly found family. geon environments with up to five other gamers in the same party 

Outside the town’s stone walls, the sun was setting, and a dark as me, and I’m currently exploring an Ore encampment... Fighting 

shape flapped towards me. Taking a step forward, I flicked to creatures, interacting with hundreds of other characters and find- 

attack mode, targeted what was a giant bat, and began combat. ing quests to undertake has taken complete control of my social 

With the optional Autoattack on, 1 sat back and watched myself calendar. I’m deep into EverQuest, and see no sign of extracting 

swinging my Claymore while the bat squeaked and retaliated with myself! The reason: The sheer vastness and communal aspects of 

a nasty bite. Clicking through the numerous exterior viewpoints, I the game that add a spectacular uniqueness to each consecutive 

saw my character slash down the bat with glee. My first experience visit. This is a spectacular undertaking, melding 3D accelerated 

points had been gained! Dozens of bats, snakes and rats later, I graphics with on-line multiplicity to present an absorbing Interac- 

acquired enough experience points to enter second level, rushed tive romp through a beautiful and almost limitless realm. ^ 








arcade preview 


page 42 


developer atari • publisher midway • available fall *98 


<Cer3Di> 


I 

I 



gmmtiet legends 

by Dave Rees 


A captivating sequel emerges 
from the shadows of a 14 - 
year legend. Gauntlet 
Legends Is a powerful tribute 
to Atari's classic igSs game. 


I t has been almost 14 years since 
Atari’s ineffaceable arcade smash, 
Gauntlet, was first born. Think about 
the evolution of technology since 
then. Just imagine what kind of game 
Gauntlet would be if it employed 
some of today’s top technology; if its 
environments, characters and ene- 
mies were constructed entirely of 
polygons; if it was made even more 
spectacular by the utilization of con- 
temporary visual effects: light sourc- 
ing, particle effects, transparencies 
and shading. With Gauntlet Legends, 
Atari Games has turned that dream 
into reality. 

The return of Gauntlet is everything 
a fan of the original could ask for. 
While the general idea remains well 
intact - up to four players are tremen- 
dously outnumbered as they fight 
their way through a variety of environ- 
ments - the graphics engine and new 
gameplay features add a new dimen- 
sion to the game that, when experi- 
enced, breaks new ground. Sure, you 
still have to find keys, open locked 
chests, explore alternate paths, exit 
through portals, collect money, 
potions, and power-ups. The visual 
presence, however, has changed dra- 
matically. 

Gauntlet Legends strikes the optic 
nerve with shameless tenacity. The 


beautifully sculpted structures and 
vivid outdoor environments are mere 
backdrops to the spectacular combat 
effects. But the game’s most interest- 
ing new feature is how it allows you to 
enter a name and password for your 
character and save game data for sub- 
sequent retrieval: When starting a new 
game, you can load your character. 

Gauntlet Legends provides the same 
solid, immensely fun experience as 
the original. Even after the quantum 
leap from the original, simplistic 2D 
appeal to the complex, camera swoop- 
ing world of isometric 3D, the game 
has few flaws. Make sure you save 
plenty 
for you 











Jackie Chan’s on screen acrobatics are in a ieague of their own. 
is there anyone more soiteh to star in his own i/iiieo game? 


T he infectious energy Jackie Chan exudes 
on screen, the grace and elegance with 
which he performs his marvelous fighting 
moves, is truly a gift. It’s no wonder only 
Arnold Schwarzenegger commands more 
worldwide recognition In cinema than Chan. I 
love the fact that Chan seems to relish every 
second he is on screen. There’s an inno- 
cence, a cartoon quality to his personality, 
and there never seems to be a dull moment 
in his magnetic presence. 

Why Chan hasn’t been tagged to a video 
game a long time ago is a mystery, but final- 
ly, Radical Entertainment is taking the golden 
Chan image and utilizing it for Jackie Chan's 
Stuntmaster. 

A highly intense action/fighting game, 
Stuntmaster manages to capture the Chan 
charm in a number of creative and entertain- 
ing ways. When the options screen first 
comes up, Chan sings the words “Radical 
Entertainment,” and you just know there was 
a goofy smile on his face, a delight in what he 
was doing In the recording session. Little 


touches like this - Chan intones humorous 
remarks throughout the game - hint that the 
developers seem to understand the charm of 
Chan and are using his image and crafting a 
game around it that is a natural extension of 
his persona; think of Stuntmaster as a con- 
vincingly Interactive Rumble in the Bronx. 

In the opening stage, a twilight Chinatown 
setting softly lit with rich colors, a motion- 
captured Chan engages hugely stocky, flat- 
shaded enemies with hand-to-hand combat, 
grabbing bottles, spinning on barrels and 
jumping onto awnings and catwalks. The 
scene is very distinct, somewhat cartoon- 
like; a perfect setting for a Chan world. As he 
moves through the alleys, he comes to a sub- 
way, and it Is here, after making jumps from 
car to car while avoiding passing girders and 
tunnel extensions, that the game currently 
ends. It is extremely early, and much will cer- 
tainly change, but I can already say that 
Stuntmaster is not unlike Chan’s movies - 
unique, full of energy, and loads of fun. 





























playstation preview 

page 44 

• developer real sports • publisher asc games • available march ’99 

1 c<3lS^>> 





fsff ooftlon ^ 

xsmang 

by David Hodgson^0 

J eff’s monumental appeal and ASC’s tight little gaming engine 
combine to produce what could be a rather entertaining pseu- 
do-futuristic racing ride. Jeff Gordon X 5 Racing initially perturbed 
me, as I was expecting the full NASCAR experience, but instead 
found myself at the wheel of a sparkling future stock car - kind of 
like Destruction Derby mobiles, but with much more emphasis on 
the speed of the game rather than the crashing and chock-full of 
the latest technology that the year 2012 has to offer. Yep, Jeff’s 
still going strong in 2012, and he’s able to challenge you, the 
newly signed racer, to hone your skills on eight tracks, acting both 
as a teammate to help and instruct you, before finally challenging 
you in the ending stages of the competition. 

Emphasis is firmly placed on the arcade experience, with these 
new-fangled vehicles exhibiting the same characteristics as con- 
temporary cars, but with a couple of “advancements.” First, the 
real-time deformation looks rather impressive, as the car buckles 
(with sparks a-flying) when you graze a corner or competitor, after 
which it morphs back to its original shape! Secondly, those requir- 
ing “wicked air” while jumping have this opportunity, as certain 
courses offer a number of jumps, and special “rudders” expand 
out from your rear spoiler, allowing drifting capabilities. 

Course layouts provide you with short but frantic environments 
of the usual fare (i.e. ice, cities and dirt hillsides) with some major 
corporate sponsors slapping products onto every surface: Soft 
drink fans need not worry... in the future, brown, fizzy, teeth-rot- 
ting beverages are still an integral part of every racing fan’s life. 
After playing five of the tracks, 1 lamented the garish nature of the 
courses, despite some impressive lighting effects; however, 1 also 
noted the realism of the engine noise, and the weight and physics 
of the cars. Once the final game mechanics are in, we’ll be back to 
comprehensively challenge Jeff. 9 












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D ouglas Smith’s original Lode Runner 
game first debuted in 1983 and a clas- 
sic action/puzzler was born. Fifteen years 
later. Big Bang (whose previous credits 
include the PS conversion of Dark Forces) 
are set to unleash a 64-bit update to a 
whole new generation of gamers. But will 
the original concept with a few tweaks and 
a 3D engine hold the interest of those 
weaned on the likes of Mario? 

Based on my experience with a nearly 
complete version of the game, 1 think so. 
Anyone with a penchant for puzzle solving 
will surely warm to Lode Runner 64*5 unique 
style of gameplay. As with most brain- 
teasers, the basic premise is deceptively 
simple. The goal within each stage is to col- 
lect enough gold pieces to open an exit por- 
tal. Running along a Pandemonium-Wke 3D 
strip, this is easy enough in the very early 
stages, as your only real challenge lies in 
destroying certain blocks that limit access 
to gold-bearing sections of a stage. Things 
are made trickier by the fact that you can 
only destroy blocks that are below and in 
front of your character. And as you 
progress, gold-stealing Monks, moving 
platforms, bombs, teleporters, and drills 
figure into the mix, making your seemingly 


by Mike Hobbs 


simple task that much more difficult. 

The appeal of Lode Runner 64 lies in the 
very clever stage design. You’ll experience a 
good number of satisfying mini-revelations 
as the solution to a particular section 
becomes apparent - which often involves 
having quick reflexes, lending a nice action 
feel to what could have been a dry, puzzle- 
solving experience. 

When finished. Lode Runner 64 will boast 
some 100 levels spanning five unique 
worlds. If the control can be tightened up 
and the camera made more intuitive, this 
update of the eighties classic should have 
little trouble finding an audience. As of this 
writing, however. Big Bang have yet to 
secure a U.S. publisher or an official release 
date. Keep your eyes peeled, -i- 






Use of this CD will cause 

smoke and flames in most computers. 


Windows 

CD-ROM 


I EVERYONE 


www.mindmagic.com V 

Mind Magic Productions is a division of RMC Interactive 
1753 Northgate Blvd, Sarasota, FL 34234 1.800.762.6443 

NHRA Drag Racing was developed by Tantrum Entertainment i99e Tantrum Entertainment, inc. 4 Spring hiii une Bethel, cr 
NHRA trademarks are used with the permission of NHRA Properties and the National Hot Rod Association. 

All other trademarks or registered trademarks are marks of their respective owners. All rights reserved. 




multi-format preview 


page 48 ^ • developer ubisoft • publisher ubisoft • available march ’99 





U biSoft have been generating a lot of excitement 
lately. Rayman 2 earned its fair share of “Best of 
Show” honors at this year’s E3. In fact, Nintendo’s 
own game guru Shigeru Miyamoto was even spied 
giving the game a whirl on the show floor, and it’s 
easy to see why. Taking full advantage of current 
accelerator-card technology, an almost indescribably 
lush and magical world has been created, one that 
shows off as much artistry as it does programming 
prowess. 

Basically, UbiSoft have achieved the seemingly 
impossible: They’ve managed to keep the same high 
level of detail and color that graced Rayman’s previ- 
ous 2D outing and translate that look almost perfect- 
ly into the realm of real-time 3D. The phrase “living 
cartoon” has never been more applicable. In fact, 
comparing it to a cartoon may be short-changing it, 
for the wealth of beautiful lighting and particle 
effects in concert with other, more subtle atmospher- 
ic touches lends a sense of fantasy reality that few 
animations can match. 


One look at these 
screens should be 
enough to convince 
you of the supreme 
graphical achieve- 
ment of Rayman 2. 
It’s the best look- 
ing free-roaming 
game yet created. 


■■ * 










Rayman himself also looks as good here in 3D as 
he did in two dimensions. He’s the same, limbless 
curiosity, but his appeal cannot be denied. And 
more importantly, he moves through his new world 
with a subtle grace that any 3D adventure/plat- 
former would be envious of. Even in its unfinished 
state, Rayman exhibits sublime control that makes 
traversing the gorgeous environments all the more 
exhilarating. 

With a final review copy forthcoming, the excite- 
ment over Rayman 2 is definitely building. If all 
goes as planned, the game 
should be released around 
March of next year. '8^ 


Obviously, the N64 is no match for a high-spec accelerator card, 
but that shouldn't keep it from being beautiful in its own right. 
Its utilization of the upcoming 4-meg expansion pack ensures 
the highest quality visual presentation possible. 








pc ca-ram preview | page 50 • developer cyclone 


«Er?» 


Winter '98 


mm 


by Dave 


God grants Malachi a license to kill, but will he alone 
be enough to prepare the world for the second coming? 
Geez, between Requiem and Messiah, we are all about 
to receive some interesting allegorical lessons cover- 
ing the apparent apocalypse. Sign me up! | ^ 




1 


T he PC takes us to many visionary places, but 
has it stopped by Heaven or Hell lately? 
Well, it*s about to. In a classic battle between 
the ultimate opposites, good and evil. Cyclone’s 
Requiem Invites us on a terrifying ride that 
launches from the grim underworld of Hell, and 
hopefully, ends at the pearly gates. And like Sin 
and Half Life, the game will focus on action but 
be driven by a deep back story. 

Assuming the role of an angel, Malachi, you are 
commanded by God to cleanse the Earth of an 
army of rebellious angels, the Fallen. 
(Curiously, the name Malachi was also given to 
the last prophetic book of the Old Testament; It 
signifies the figure of the messianic precursor.) 
It may sound a bit similar to Messiah, but one 
thing is for sure: Malachi is not a cute, rosy- 
cheeked Cherub. And armed with some power- 
ful weapons and creative abilities, he is perfect- 
ly capable of defending himself without exploit- 
ing the souls of his enemies. 

When you first begin to play Requiem, it 
immediately becomes evident that Cyclone 
have made a concerted effort in mirroring our 
understanding of Satan’s dwelling. Demonic 
whispers of ’’Malachi” emanate from an 
unknown origin, faint moans of discomfort and 



torturous cries of agony fill the air, 
and as you trek through breathing 
passageways, heads and arms pro- 
trude from the walls, flailing about 
as If they are desperately reaching 
for unattainable salvation. It almost 
feels uncomfortable to play the first 
levels of the game, even from the 
safety of your favorite chair. But 
ironically, when you finally escape 
from the underworld, you find your- 
self facing predicaments that make 
Hell seem like a vacation spot. 

Requiem*s selling point will likely 
be the unique lineup of abilities, 
both offensive and defensive, at 
your disposal. Not exactly angelic by 
nature, many of the offensive spells 
cause a painful and violent death to 
the unfortunate receiver. Blood Boll, 
for example, causes its victim’s blood to boil 
over and, after quivering spastically, he 
explodes - entertaining stuff. 

But the question is: With its proprietary 3D 
engine, will Requiem be in the same league as 
Sin and Half Life? You’ll have to wait until next 
time for that one. @ 


i 










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©1996 NINTENDO OF AMERICA INC. ©1998 KEMCO, TOP GEAR is a registered trademark of KEMCO 


NINTENDO*^ 


upm 








^ playstation preview page 52 • developer crave • publisher crave • available spring ’99 «^Sr^» 



by Brady Fiechter 


S hortly after Square shut down its U.S. 

production house, a few scattered 
team members ventured out on their own 
to begin work on an RPG called Shadow 
Madness. Eventually, Crave assimilated 
the fledgling production team and made it 
a permanent fixture in their in-house sta- 
ble. Now, as progress continues unabat- 
ed on Shadow Madness, scattered pieces 
of a promising RPG are starting to be uni- 
fied into a solid, pleasing form. 

The first thing to attract attention in 
Shadow Madness is the pre-rendered 
backgrounds. Comparisons will be drawn 
immediately to Final Fantasy VII, yet there 
is no comparison - at least not In com- 
plexity, detail, and vision. The dusky 
world of Shadow Madness looks very 
good, and the potential for a fine visual 
sweep is lurking, but there is much work 
to be done if Crave hopes to dazzle the 
p[ayer. But standing In the suffocating 
presence of a Final Fantasy VII Is bound to 
manipulate our outlook on the game, and 
the visuals are but a part of the whole; 
Crave is concentrating on several areas to 
separate Shadow Madness from the com- 
petition. One of these key areas is battle 
avoidance: When a monster screams, the 
characters are able to circumvent con- 
frontation by lying on the ground. It is up 
to the player to decide when a fight is 
necessary. When conflict does arise, turn- 
based fights involve three party members 
against the enemy, and the familiar magic 
and short- and long-range attacks can be 
utilized. Certain magic spells are carried 
out in rendered cinematic sequences, 
adding an exciting visual kick to the spell 


'Wtndleaf 
What a place! 


casting - a kick that is much needed; the 
exact nature of the battles is still highly 
ambiguous, leaving much to be molded 
for the final game. 

If comparisons must continue with Final 
Fantasy VII - and any other RPG for that 
matter- then for its most powerful ammu- 
nition of offense. Shadow Madness 
comes loaded with exquisite music that 
only Suikoden of 32-bit RPGs can match. 
Exceptional in variety and complexity, 
beautiful in Its atmospheric grasp, the 
score expresses a mood the visuals some- 
times fail to do. 

But a failure Shadow Master will cer- 
tainly never be. An early five hours of play 
Is but a rough tease of what is to come - a 
reconciliation for RPG fans who are frus- 
trated with their anemic collection. 













Mist plays a major role, along 
with other gloomy illumination. 
Also note the detailed polygonal 
models; Cybil chats to Harry. 


by David Hodgson 


J ust what is going on at Silent HUH This wonderfully Japanese question on Konami’s press releases 
was posed back at this year’s E3 show, and at the moment, the answer appears to be a lot of running 
and gunfire courtesy of Harry, our 1940s investigator-type clad in full “Spooky Mulder” FBl-style regalia. 
There’s also quite a deluge of crimson splatter, with bloody little extras (such as a nasty accident involv- 
ing a police officer and a lack of a restraint system in his vehicle), as well as half-a-dozen (mainly 
skinned) implemented enemies ready to shamble at you, ragged claws at the ready. 

Now hold there. That’s all been seen before... Silent Hill? Raccoon Valley? Certainly, there’s a nod 
towards Resident Evil mth the initial tasks at hand (mainly that gunfire), but what separate the two are 
the even more disgusting subject matter to slaughter and the free-roaming aspect of the adventure. 
Running through misty environments and dark alleys of this decaying little hamlet brought back 
thoughts of Kalisto’s Nightmare Creatures, but with much more in the way of investigative activity in the 
style of the Capcom classic. What really sets this game’s high standard though are the CG cut-scenes. 
Your comrade Cybil (the Bridget Fonda lookalike police officer), mad old Dahlia (a cackling 
women in a clock tower), terrified nurse Lisa, and mysterious mutant children have all been 
painstakingly (and beautifully) brought to almost photo-realistic life. The quality of the CG 
has only been matched by D2, and this shows that Konami’s other R&D teams have a dif- 
ferent approach to creating the linking portions of their games. 

With Silent Hill, pre-rendered graphical prowess appears to overshadow the full 
immersion Metal Gear Solid offers. The only real problem seems to be one of cen- 
sorship. In fact. I’m sure American gamers won’t be able to blow bloody chunks from 
the rotting heads of skinned zombie children (in a school yard of all places!), the 
dead kiddies replaced by demonic foes when the official game is released. 
However, the type of creeping terror present in the title has certainly transferred 
precisely to the newest Japanese catchline for the game... Silent Hill is most defi- 
nitely turning into Hell! 9 


“Officer Harris? This is control! Please 
report your current status!'* “I crashed 
into a snow bank and I’m currently strung ^ 
upon a bar bed -wire fence! Glurkl*!^^*^ 



• developer konami • publishei konami • available spring *99 

page 53 

playstation preview 














:S pc cd-rom preview 


developer ubisoft • publisher ubisoft • available fall *98 


by Dave Rees 


W hat place would a stomping 
Tyrannosaurus rex, enraged King 
Kong, wobbly UFO, frenzied jaws, and 
Captain Nemo’s tentacled arch-nemesis 
possibly find in a racing game? I’m not 
quite sure, but when Ubisoft’s Pierre 
Szalowski, the game’s producer, first 
came up with the inspiration behind 
Speed Busters, I’m sure that he wanted 
to create a driving experience that was 
far from being traditional. From our pre- 
view of the game, it looks like his vision 
is moving to fruition. 

As the title states, this game is all 
about speed. Placed at various points on 
each track, a police car keeps track of 
your speed via radar. But there is no 
need to worry - this cop won’t chase you. 
In fact, he wants to give bags of money 
to the driver who can maintain the top 
speed. The faster you go, the more 
money he will award you - money that 
can be spent on upgrading your car. 

The game’s seven cars are modeled 
after various four-wheeled vehicles from 
the ’50s and ’90s, but they’ll all be 
equally competitive, and come equipped 
with a speed-enhancing Nitro booster. 
But while your wheels are certainly, 
cool, it is the obstacles that 
make the game so refreshing 
and humorously entertaining. K 


You’ll have to watch out for 
avalanches and landslides. 

Drive through an irrigation 
duct and you’ll soon be ^ 
chased by a wall of water! A 
running train can actually be used as a 
shortcut; time your jump and hitch a 
ride! Combined with the hilarious efforts 
of some of Hollywood’s most famous 
adversaries (King Kong seemingly hates 
cars!), the tracks are entertaining as 
much as they are challenging. 

Supporting its gameplay, the Speed 
Busters engine is fast and well equipped 
to do the job. The openness of the tracks 
is reminiscent of Midway’s San Francisco 
Rush, but the physics, control and envi- 
ronments are much more entertaining. 

Ubisoft is preparing to create quite an 
online community of speed busters as 
well. Players will be able to download 
new cars and skins, and, of course, play 
a multiplayer game over the internet or a 
LAN. This game just might topple NFS III 
as 1998’s best racing game. 9 










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pc cd-rom preview 


page 56 


developer core • publisher eidos • available fall ’98 


tombmUerS 

by Dave Rees 

m/hUe it is teciwieaiiy simiiar to its origin... 

nn unMablB admO/rB beckons us all... 


A mere issue ago, we mentioned Tomb 
Raider 3 for the PlayStation, but what 
about the PC version? As one would expect, it 
is the exact same game but with dramatically 
enhanced graphics and frame rate. But this 
fact leads us to another question: Why didn’t 
Core make further improvements to the PC 
version? Why not smooth out Lara’s curves or 
add unique features? After all, when it comes 
to rendering and pushing polygons, a 
Voodoo 2 machine goes well beyond the 
PlayStation. Right? It is ironic that the gam- 
ing heroine of the ’90s has changed so little. 
Besides the apparent breast reduction (sorry 
folks, she’s a B-cup in the preview) and a few 
new outfits, Lara still has the same blocky 
frame, which is made even more evident 
when she is crouching on all fours or per- 
forming her new crawl maneuver. 

Without harping on a relatively meaning- 
less point for too long, it is perhaps more 
appropriate to talk about the fact that the 
third installment is definitely more of the 
same, which in this case is a good thing, but 


contains many new subtleties that differ 
enough to warrant its consideration by any 
gamer. Even those who have been with the 
series from the start will find it refreshing 
enough. New settings, moves, vehicles, ene- 
mies, and weapons were all expected, but 
what about varying weather conditions, 
smoking guns, rippling water, or a trail of 
footsteps left in the snow? These may seem 
to be rather simple enhancements, but at 
best, they are effective in making the envi- 
ronments and atmosphere of Tomb Raider 3 
seem more alive than ever before. 

Remembering the magic of the original 
Tomb Raider brings about a revelation: 
Keeping the changes to the TR series subtle 
in nature is perhaps an act to preserve the 
adventuresome soul of Lara Croft. While we 
know what to expect from a technical view- 
point (the engine employed is essentially a 
slightly enhanced version of the original), it 
holds true that each sequel that Core creates 
will rely more on its production than its tech- 
nology. Sounds good, doesn’t it? © 






page 57 


pc cd-rom preview 




GR: So how many staff does it take to perform 
upkeep on a house of this magnitude? 

LC: There is only Winston here full time 
because it’s empty so often. There used to be 
a housekeeper too, but she kept insisting on 
hoovering the lo Commandments out of the 
Ark. So 1 had to let her go... 

GR: When you leave the mansion, you tend to 
end up travelling a lot. Where did you do 
most of your adventuring this time around? 
LC: Well, 1 started in India but events then led 
me on to London, the South Pacific, Area 51 , 
and finally, Antarctica. 

GR: How did it compare to previous quests? 
LC: The tombs seemed to be lit more subtly, 
the baddies were more intelligent and calcu- 
lating, the terrain more diverse, the maps 
more open, the weather more uncompromis- 
ing, and lots more. It was tough, though my 
guns looked and sounded a lot better, so that 
helped. 

GR: Just who pays for this sort of thing? Are 
you lecturing at universities to pay the bills? 
LC: I funded my own expedition to India by 
auctioning those Victorian bedsheets, then 
the research company who subsequently 
employed me covered the rest of my expens- 




es. I can’t imagine Universities wanting me to 
encourage their students with my methods; 
archeaologists are very attached to their 
toothbrushes and trowels... 

GR: Any new moves you’ve learned that 
you’re proud of? 

LC: I’ve mastered a nifty monkey swing and a 
crawl. Of particular use has been my sprint 
training which has saved me a few times. I’ve 
also been driving some new vehicles... 

GR: How do you stay in such great shape? 

LC: 1 keep fit for travelling by basically doing 
just that. But when 1 am at home, 1 just amuse 
myself on my assault course. My training is 
fairly loose and based strictly on having fun; 
shooting, swimming, vaulting... nothing more 
scientific than that... 

GR: You’ve got some rather natty outfits this 
time around. Who designs your adventuring 
and formal wear? Any favorite designers? 

LC: Various designers have been putting 
together my recent outfits; Darren Wakeman, 
Pete Duncan, Andy Sandham, Rich Morton... 
They do the best line in adventure clothing, 
while my more formal wear is generally seen 
to by Matt Charlesworth and Mark Hazelton. 
GR: Moving on, er, I hope you don’t mind me 
asking a personal question... 

LC: Go on... 

GR: It seems that you’re slightly less well- 
endowed in the game this time. Any comment 
on the rumored breast reduction? 

LC: 1 don’t believe there’s been any polygon 
re-shaping done there at all. And 1 imagine I 
would be the first person to notice... it’s an 
integral part of my balance... 

GR: What music are you listening to now? 

LC: i was brought up on classical music and as 
I only ever listen to music while I’m at home 
relaxing, 1 often come back to this. To be hon- 
est, it takes a bit of a while to retune from the 
sound of gunfire anyhow. 1 do have a liking for 
easy listening such as Nine Inch Nails and 
Daft Punk which an Aunty of mine is into - but 
apart from that, 1 don’t know much about con- 
temporary music. 

GR: We heard a rumor of a movie... 

LC: I’ve heard that too. To be honest. I’m not 
worried too much about who would play me... 
just so long as they look at ease in a dark 
tomb with a rocket launcher in their hands. 
GR: Anything you’d like to say to your 
American fans? 

LC: 1 hope you manage to get through my 
third adventure in one piece! 

GR: Thank you for your kind hospitality. We 
wish you every success in this adventure! 




We recently journeyed deep into the English 
Countryside fora meeting with Lara herself.. 
GR (Gamers’ Republic): Looks like you’ve 
done a little renovating since the last time we 
took a look inside your abode. 

LC (Lara Croft): Yes, 1 had the painters and 
decorators in for a full revamp recently as the 
decor had taken a bit of a battering at the end 
of my last adventure... bullet holes in the bed, 
blood on the walls, that sort of thing. I also 
got some new bedsheets; the last ones were 
Victorian. Very impractical. 1 inherited the 
house from an aunt, you see, and it had half 
the family heirlooms in it. 1 put most of that 
into storage a long time ago... they were 
rather tame antiques 1 thought. I’ve just made 
a few more alterations to the garden too. 
Particularly the hedging... 

[At this moment, Winston, Lara's family butler, 
rattles up and offers tea and crumpets] 

GR: Mmmm... Earl Grey. How long have you 
been in the service of Miss Croft, Winston? 
[Winston mumbles, sucking air noisily down 
his windpipe in reply. Then he forts and shuf- 
fles away. Lara offers a translation;] 

LC: Winston sort of comes with the house. 
He’s been rattling about for a fair while now. 










by David Hodgson 


HTSfant8.^stratPM full of flair and strategie fun! 


S lap on a “Kingdoms” suffix to an already 
massive RTS system and you’re bound to 
create interest in the series, especially as 
Kingdoms indulges the other predisposition of 
many RTS fan’s interest, the fantasy setting. 
And like Blizzard’s success with StarCraft and 
WarCraft, Cavedog hopes to emulate this kind 
of excitement while keeping the game’s roots 
firmly tangled in the Real Time soil. 

Although Kingdoms uses the same basic 
engine as Total Annihilation, it improves the 
detail courtesy of a i6-bit color palette, allow- 
ing players to exactly determine where their 
troops are standing. The land of Darien seems 
a little more solid than before, as you’re not 
able to deform the landscapes; the main focus 
has been getting the movements of the individ- 
ual characters of your forces up to speed. 

These troops include not only the usual fan- 
tasy fare of skeleton archers and dragon riding 
knights, but also the wandering monsters and 
appearing characters that add a sense of 
uniqueness to each confrontation. Four “ele- 


mental” races are able to be chosen, and all 
have their own expected strengths and weak- 
nesses. Unlike previous stabs at the RTS genre, 
there are no materials to mine in Kingdoms, as 
you start with a township that already gener- 
ates enough money. To expand, you must gain 
control of magical stones (placed in areas of 
great strategic importance), and then receive 
the monetary benefits while fending off enemy 
incursions. 

Other features include experience for troops 
that survive an ongoing campaign scenario and 
an attempt to halt “rushing” by an enemy in the 
initial stages of the game. This is made possi- 
ble by the strengthening of your main base so 
that it can withstand all basic attacks and even 
fire upon its enemies with arrows. These imple- 
mentations, along with subsequent, new units 
made available each month after the game 
ships and Cavedog’s own online gaming service 
(Boneyards) could make Kingdoms fit to sit on 
the throne of RTS gaming... 9 


pc cd-rom preview | page 58 • developer cavedog • publisher cavedog • available spring *99 

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nintendo preview 


developer iguana • publisher acclaim • available december 




tuok2 

by David Hodgson 

C ontrary to what you may have read 
elsewhere, Turok 2 is definitely not 
complete, and certainly not able to be 
reviewed in its current form (as of 
10/11/98). We’re going the objective route, 
and actually waiting for a final game before 
we pass judgement on Acclaim’s most 
ambitious title to date - especially after 
extensive playing of the most recent build 
of the game, which, although technically 
very impressive, suffered from a number of 
shortfalls. The first time gamers are likely 
to see this game anywhere near completion 
is by playing a sanitized (i.e. non-bloody) 
version as part of Acclaim’s massive in- 
store marketing. We tore through the demo 
and present our findings (note that all the 
screenshots are taken from the actual 
game demo in progress) below. The results 
may surprise you. 

Forgetting the lack of blood for a moment 
(gushes of crimson gore actually does add 
immeasurably to a gaming experience of 
this nature), we find Adon waiting patiently 
for Joshua Fireseed to tumble through a 
warp gate before briefing him on his ensu- 
ing mission: to wander the port of Adia, res- 
cuing trapped little girls, switching on dis- 
tress beacons, and, of course, murdering 
numerous reptilian dinosoids with two- 


dozen different weapons, some sacred, 
some familiar, some futuristic, and all 
deadly in the right hands. 

Which brings us neatly into the game. 
Opting for the fantastic Turok-styie control 
(which takes half an hour to perfect, but 
then provides marvelous movement) over 
the alternative Goldeneye setup, 1 started 
my infiltration of the port. From the very 
beginning, 1 experienced the single most 
annoying problem of the entire game: 
slowdown. The sail boat exploding, with 
shards flying everywhere, would be excel- 
lent to watch had the game not slowed to 
10 frames per second when 1 turned slight- 
ly to the right. Forgiving this problem for a 
second, I ran about the environments in a 
general state of satisfaction (the fog, 
although heavy, wasn’t quite as dense as 
before), and certain areas of the game 
experienced decent frame rates and light- 
ing without any mist whatsoever. The iner- 
tia on the falling was odd (there’s no real 
sensation at all), but what really became 
my biggest concern with the game was the 
chugging frame rates during battles. 

Diving into a beautifully rustic outhouse, 
complete with axes racked up and tropical 
plants draped over the walls, 1 ran into the 
path of two green and scaly dinosoids 
armed with grenades. Reacting instinctive- 
ly, I attempted to strafe to the right, turning 
inward and firing at the enemy, and this is 
when Turok 2’s bugbear roared out of the 
woods. The game stalled, literally, for a 
second, before juddering back to life, with 
the rest of the fight resembling a series of 


J stunning engine 
with one mejer m... 

...when the eetion heets up, 
the freme rete stows it own. 










nintendo preview 


ndurr 61 


Demonstrating some of the impressive (but least 
bloody) weapons of the game, swiping at moving 
' targets becomes a choice in ordinance selection. 
The sheer number of weapons makes loading one 
up time consuming. However, the effects are 
worth it; check the arrows piercing the sides of the 
toppling beast (below), and the burning fire of the 
excellent flame thrower (below far right). 


rapid-fire photographs from an automatic camera (full of vibrant color 
and explosions with cool particle effects, mind you) rather than a 
smooth 3D first-person simulation. This severe frame-rate loss only 
happened a couple of times, but it was enough to snuff out the believ- 
ability of the game. I pray that the finished version of the game loses 
this terrible affliction. 

Motion on the monsters, although mostly impressive, also suffers 
from loss of frames, with the Raptors lolloping towards you without the 
smoothness of those in the original game. Couple this with a rapid-fire 
weapon and you’ve got yourself another bout of frame skippage. 
Okay, so the frame rate isn’t up to par, but the rest of the adventure 
had me enjoying the detailed environments immensely, despite some 
(you guessed it) lack of vision. There are some genuinely cunning 
areas to negotiate, with particular weapons suited to particular envi- 
ronments, and a whole load of levers to pull before subsequent areas 
are entered - exactly the level layouts I was expecting. 

The weapons are a stunning collection of beautifully animated killing 
pieces, with the Tek Bow impressing me the most. Stick an arrow into 
an advancing creature and it howls, staggering back and clutching an 
appropriate area (I’d say there are around five different body parts you 
can aim at), then continues its attack with the arrow still embedded in 
it! The sniper capability of the Tek Bow still needed a little work, as 
there was a couple of occasions where I aimed at a dinosoid up on a 
parapet in deep mist, zoomed in and the mist was still as thick. Still 
fun to use, though. 

Enemy A1 is setting new standards, as lumbering hulks hide behind 
boxes and play “chase” with you, running around to the opposite side 
of a crate as fast as you try to catch them. However, startle two crea- 
tures (especially those without ranged weapons) on the other side of a 


narrow door, and they’ll sometimes reach the doorway simultaneous- 
ly, stick in their running animation (as they both are unable to fit 
through the door), and continue to lope forward into the door sup- 
ports. Punt a grenade through the legs of a creature walking away 
from you (unaware of your presence), and there’s no reaction (except 
when the creature rockets skyward after detonation). More glitches 
are to be addressed before the final game appears. 

Certainly, the criticism leveled here is harsh, but it is fair and war- 
ranted, and needs to be addressed before the game is rushed out, 
especially on a title of this caliber. I’ll certainly cover many more of the 
game’s better points when a newer version arrives, but for Turok 2 to 
succeed, this point needs to be hammered home: Acclaim, please 
delay this game until the frame-rate issues are solved. <9 


Target acquired! Although you 
can*t jump, full movement is pos- 
sible when the sniper Tek Bow is 
in effect. This adds immeasurably 
to the plinth trek of some levels. 




' II nil 





by Mike Griffin 


W hen Twisted Metal 2 hit the market, it didn’t 
have any competition. As a sequel, TM2 pro- 
vided the basics: A new engine, characters, and vehi- 
cles, new play mechanics, and a fresh theme, it was 
the pinnacle of vehicular combat on the PS. 
Eventually though, the competition arrived. 
Activision/Luxoflux provided us with Vigilante 8, a 
game that continues to reign as King of Vehicular 
Combat, and the new Singletrac/GT effort. Rogue 
Trip, is a competent addition to the genre. Now, 989 
Studios, minus 77 W's original developers Singletrac, 
attempt to secure the coveted number one spot once 
again. Twisted Metal 3 will arrive just before the hol- 
iday season decked-out in a set of jolly new threads, 
bearing violent gifts for the good little boys and girls 
anxiously awaiting a sequel. 

TM3’s biggest change involves the handling. 989 
have opted to virtually transform the series’ physics 
model from an arcade-style ‘twitch’ schematic into a 
realistic, four-wheel suspension, skid- and drift-sen- 
sitive tour de force. This move, in response to V8’s 
intense physics model, adds extra meaning to those 
vehicle stats we all sift through before deciding on a 
character. Thumper, South Central’s last hope, now 
leans his cruisin’ pneumatic monster into corners 


and the effect of steering such a tub is finally true. 
The same goes for long-time favorite Sweet Tooth, 
who now digs deep into turns as he delivers manic, 
flaming death to all the world. The handling seems 
to be going in the right direction (the lamest of puns 
not intended), offering a good balance between real- 
ism and twitch requirements. 989 have also sup- 
plied new vehicle designs, such as the hippie-tastic 
tree hugger Flower Power, crazed construction work- 
er Auger, and the new tazer-happy flat foot team on 
board Outlaw 3. This brings a heavily armed beetle, 
a massive drilling rig, and a futuristic cop car into the 
fray, joining a Monster truck driven by a golden age 
madwoman and a beach buggy piloted by a pyroma- 
niac ‘dude’. Ah-ha. It’s good to know 989 is preserv- 
ing TM*s patented cast of bizarre contestants. 

The brand-new engine is looking great right now. 
It’s chucking around loads of explosions with 
impressive colored lighting and giant, sweeping 
environments, all at 30 fps. Twisted Metal 3 is the 
only game designed in the same scope as Vigilante 
8 (big vehicles and environment models), and the 
characters and weapons have huge potential. I hope 
989 can turn this one into another PS classic! ^ 


playstation preview 


developer 989 studios • publisher 989 studios • available fall *98 


b 










work 1 

















* by Dave Rees JM 

W ith the release of Uprising in 1997, Cyclone were the 
first developers to attempt a true 3D RTS game for the 
PC, but that fact actually worked against them. The reasons 
have less to do with their ability to create great games and more to 
do with the difficult task of migrating such an intricate genre from the 
familiar world of 2D to the complex and taxing world of 3D. But what 
the relatively tiny company learned from their original pioneering 
effort has now proved to work for them: Uprising 2: Lead and Destroy 
is looking very impressive. 

Just after the overthrow of the Imperium in Uprising 1, a somewhat 
disorganized alliance was formed to ensure a secure future for 
mankind. But a time of reorganization and planning is also 
a time of instability and vulnerability. From the shadows, a 
fearless race of alien beings that feed on the DNA of other 
species, the Trich, were watching with anticipation, waiting 
for the right moment to strike. Without warning, they 
broke their silence and invaded the alliance. It is you who 
are chosen to lead a squadron deep into enemy territory 
and relinquish the enemy spawning ground, thus eradicat- 
ing their species and saving your own. 

While the theme sounds familiar. Cyclone are focusing on 
delivering a campaign that is submerged in a highly dra- 
matic unfurling of events which should heighten the over- 
all experience. 

But it is not just the story that will grip players who par- j 

take in the game, it is the gameplay: fine-tuned, 


intense, volatile, explosive, cataclysmic action strategy. The sort of 
action that keeps you on the edge of your seat and causes you to 
lose track of time. The sort of strategy that requires cunning maneu- 
vers and quick thinking. And, as a generous response to many user 
requests. Cyclone have also added new weapons, new net- ^ 

work modes (including a racing mode!), and created a 
new HUD that makes it easy to just pick up and play. 

It looks like they are on the right track. @ JBpSf 


Combining excellent technology 
with a deep story and intense 
action. Uprising 2 raises the bar 
that it first created in 1997. 


meim&m 


developer cyclone • publisher 3 D 0 • available fall '98 


pc cd-rom preview 


PROGRAM INITIATED 
LOADING FILES:// 


The imperium were nothing compared to the 
highly evolved Trich. Driven by an insa- > 
liable lust, they feed on the foundation ^ 
of all life - DNA. To stop them, you will 
have to use every trick in the book, and M | 
is little room for error. 












activision previews | page 64 







eu/s 


ngntinaiv cnatuds 


An atmospheric 
romp through 
Victorian London 
provides the back- 
drop for Kalisto’s 
attempt at a Tomb 
Raider-styie expe- 
rience, but with 
more in the way of 
combat, critter dismemberment and a host of frighten- 
ing creatures shambling out of the fog. Being a fan of 
the original (except for the jumping and limited hori- 
zon), I was expecting a little less in the Nintendo game. 
However, I was overjoyed to see a faster frame rate, 
smooth non-warping, pixel-free textures on the build- 
ings, floors and walkways, and all the gore of the origi- 
nal. Only the lack of sound hardware has affected the 
game, as the threateningly ambient music now sounds 
as if it's being played through a $30 Casio synth 

instead of a cathedral 
organ. Other changes 
are the option to remove 
the adrenaline bar, and 
the fact that some items 
only affect certain beast- 
ies. Most impressive. 9 


vgbnIeS 


Clearly one of the best PS titles Activision have ever 
produced. Vigilante 8 is the top console vehicular com- 
bat game. With awesome play mechanics and realistic 
yet arcade-like controls, V8 blazed onto the scene and 
immediately seized the spotlight from Twisted Metal 2. 

In an attempt to spread the brand name of Vigilante 8, 
Activision have commissioned V8*s creators, Luxoflux, to 
have an N64 version of the game ready by March ’99. 
After an extensive test of a very early version of V8 for 
the N64, we’ve come away with the impression that yes, 

er split-screen modes 
and a Quest Mode for 
the secret Alien charac- 
ter. The game will also 
use the 4-meg pack for 
high-res display. Now 
about that low frame 
rate... ^ 


Yes, these are PlayStation shots, and yes, they do move fluidly, with little slowdown. This shock- 
ingly impressive conversion took our resident Quake II clan members by surprise, as did the lack of 
pixelly wall and floor textures up close, the smooth frame rate and the two-player Deathmatch 
aspect, which was fully implemented in the one-level sample build we played for around an hour. 
Expect 20-30 PlayStation-exclusive levels and half-a-dozen Deathmatch-specific levels when the 
game finally gets a release. 

Additionally, id are finally getting their act together and helping out (they call it “directing”) with 
the port-over (presumably after seeing the state of Saturn Doom), as well as toying with the idea of 
adding new weapons from the PC Quake's duo of mission packs. One thing’s for sure: the particle 
effects (although slightly blocky) and the lighting both add a previously unseen level of detail for a 
PlayStation first-person shooter, if the rest of this superb conversion of the king of 
first-person shooting games looks this good, we’ll have an almost perfect game 
here. Almost? Yep, there’s one small shortcoming - no link-cable play is planned. 9 


quateZ 






I 




I 

i 











For ordering Information check out our website at 



(A)(A><A>. 


.CO<V> 


or call 1-888-330-7525 
Coming soon to a retail store near you! 



©1998 Second Generation Research Laboratories, Ltd. All rights reserved. SGRL, SGRL logo, 

Titans Sphere, Titans Sphere Logo and "... control the game ..." are registered trademarks of SGRL, Ltd. 











Take on a triad of evil 
gods in Akolyte, another 
stab at the 3D action 
adventure made popular 
by the bouncing Croft 
woman. This time, howev- 
er, skin-tight vest tops are 
discarded in favor of flow- 
ing pantaloons and mas- 
sive two-handed weapon- 
ry, sort of a cross between 
Prince of Persia and Heretic 2. In the 
increasingly crowded genre, Akolyte 
offers over 50 monsters and non-player 
characters populating over 25 mystical 
zones of questing. Four different 
adventurers are available, and a full 
complement of spells and sharp, pointy 
melee weapons are promised. Also of 
note are the “years of research” (according to the press release) undergone 
to flesh out a storyline that borrows from Greek, Norse, Egyptian and 
Chinese folklore and mythology to create an amalgam of cultures, which is 
readily apparent in the scenery. Other noteworthy features include “bones” 
technology, and no, this doesn’t feature DeForest Kelley grumbling, but 
instead allows dynamic deforming of the character’s limbs while maintaining 
low animation sizes and fluid motion without the infamous ‘moonwalk’ that 
afflicts other games of this ilk. Overall, 
extremely promising. *9 


page 66 


Every now and then, a 
straightforward, mindless 
shooter is just what the 
doctor ordered. Assault: 

Retribution from Midway 
tries to be just such a 
game, combing elements 
of the classic Contra series 
with those of more recent 
titles such as ASC’s One. 

Players will get to 
choose from one of two 
characters. First, there’s the 
character model bears a vague resemblance to Robocop. Then there’s the 
requisite female, Kelly Doyle, who in turn resembles a Stormtrooper without 
a helmet. 

Truly an amalgam of the aforementioned titles, the view in Assault: 
Retribution switches from your standard side view to more dynamic overhead 
and isometric perspectives. In true Contra fashion, your characters can aim 
up or down while running to take out nasties above and below. And are there 
ever a lot of nasties in this game, all with the same sort of bio-mechanical 
look that graced Konami’s seminal series. 

For either one or two players, AR does its best to keep the action moving 
along, and it is indeed truly mindless. In our preview copy, you basically never 
stop shooting. We’ll just have to see if the high action quotient will be enough 
to hold a player’s inter- 
est through the entire 
game. 


SHOBO 

DEVELOPER: MONOLITH PUOLISHEO: MONOLITH AVAILABLE: NOVEMBER 

Despite the overall Japanese anime style and stomping mech combat, Sbogo is from home grown talent set 
to appeal to more than just the irresponsible pictures crowd. The reason is simple: it’s an absolute blast to 
play, features some of the most impressive lighting and explo- 
sions outside of Unreal, continuously thrusts you into Quake 
2-style environments either on foot or in the cockpit of a 
gigantic mech, and forces you to react to dozens of enemy 
footsoldiers, tanks and mobile battle suits amid breathtaking 
pyrotechnic displays. We’ve romped though a complete ver- 
sion of the game, but the title is so impressive that we’re sav- 
ing the full review for next issue. Despite some problems with 
the “witty banter” of the game’s characters, Shogo delivers a 
marvelously fresh and new style of first-person gaming, more 
than successfully taking the winning formula of Quake 2 and 
adding towering mechs to a 3D graphics engine that just does- 
n’t know when to stop being impressive. ^ 
















L|j §} With the popularity 
% 5 behind Ultima Online and 
2 ^ the building excitement 
S following EverQuest, it’s 
^ g hard not to notice the lat- 
Qg ^ est fad in PC gaming: 

^ real-time internet RPGs. 

^ ^ And now French develop- 
^ ers Delphine, the minds 
g behind Fade to Black and 
Sj Moto Racer, are jumping 

intn tho miv lA/ith __ 

^ Darkstone. But in the attempt 
S to differentiate their latest 
g release from the competition, 

S players can expect the online 
S quest to be accompanied by a 
S strong single-player mode as 
S well - which the PlayStation 
version will surely be based 
on. Delphine is also promoting 
the facts that each time you 
play you’ll face a unique mis- 
sion, thanks to their random Quest Generator; that the game gives you tull 
camera control at all times; and best of all, you’ll be able to control two char- 
acters at once. Yeah, we don’t know what the hell that means either. Well, I 
guess we’ll see early next year. Q 


§1 


It’s rare that you can describe 
a game as beautiful - maybe 
realistic, with awesome acceler- 
ated graphics, but rarely beauti- 
ful. But that’s what Outcast is; 
it’s probably the most graphi- 
cally gorgeous game I’ve seen 
in a long time. This non-linear 
action adventure revolves 
around Cutter Slade, a covert 
ops commander. Cutter must prevent the destruction of Earth by an out- 
of-control scientific experiment. Outcast features six unique worlds, a 360- 
degree camera, over 20 character types, and is completely non-linear, giv- 
ing near-limitless exploration of the stunning environments. The anima- 
tion techniques used give a very realistic feel - the game’s engine actual- 
ly allows the blending of two motion-capture sequences onto a single 
character, which provides simultaneous moves such as running and shoot- 
ing. The 3D effects are achieved in software, so amazingly that you won’t 
even need a 3D accelerator card; however, the engine adapts to the power 
of your PC, so a more pumped up PC will give better graphic representa- 
tion. But as we know, looks aren’t everything - it’s gameplay that counts. 
Thanks to advanced Ai, each character has its own personality, meaning 
that if you go firing your weapon at will, don’t think everyone will run 
away...the braver ones will come right for you. With the way it’s looking so 
far, with the depth of gameplay, superlative AI and cinematic feel, Outcast 
could set the new standard for 








PC 








Asteroids. Not another mete- 
or-infested movie starring a 
balding egomaniac, but a video 
game harking back to the earli- 
est and purest days of video 
gaming itself, back when vec- 
tored graphics looked stunning, 
and flashy visuals weren’t able 
to mask substandard product. 

Now Activision, after granting 
PlayStation owners their very 
own collection of Atari 2600 classics, has 
attempted an updated version of Asteroids. 

The name remains the same (as does the 
gameplay, still one screen big), but the 
graphics certainly do not, changing to 
detailed polygon models of icebergs float- 
ing in space and rocks of granite gracefully 
spinning through the cosmos. 

After twenty or so levels of this old-school action, one becomes dazed, 
entering a period of intense gaming so prevalent back in the day. For all the 
lighting effects in the world aren’t going to change the premise of the game 
(blow large asteroids into smaller chunks while dodging them), which 
remains as addicting as ever. A few new touches (such as resolidifying aster- 
oids) and those pesky aliens round off the this heady vintage. We’ll toast the 
success of this in the next issue, after many more levels of testing. ^ 


The updated Frogger was 
a fairly big hit for Hasbro, so 
it is no surprise to see anoth- 
er arcade classic getting the 
3D treatment. This time 
around, the seminal 

Centipede receives the polyg- 
onal infusion. 

Two modes of play will be 
on tap for would-be extermi- 
nators: Arcade and 

Adventure. Arcade mode basically 
re-creates the 

Considering 

the make-overs some 
have 
the new 

looks have 

from some 
effects some 

The Adventure mode, on the other 

hand, is more noteworthy, as it takes the classic’s gameplay and throws it into 
a 3D landscape of sorts. Dropping Into each new zone, you’ll perform tasks 
such as rescuing people and protecting structures while a centipede makes 
its way down through the mushrooms. You can jump and collect powerups, 
just like in a 3D platformer, but the action remains very much tied to the first 
game. But it’s not exactly a free-roaming environment, as you are basically 
V trapped within little mini areas that you 
must clear out of enemies before moving 

PS and pc versions are forthcoming, 
though we were only privy to an 80% PC 
build. But I doubt that the PS incarnation 
suffer even the face an accelera- 
tor a game 

on 

platform. ^ 




UJ 






NINTENDO^ 


PlayStation ■Dreamcast 










W 1 lU 

■ II 1 

all-format previews 

pago 68 

1 IHHIII 

1 II ■! 




Gl 


0 

3 

QJ 


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caa 

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After some TGS playtest- 
ing, we came away very 
impressed with Namco’s 
delayed high-octane racing 
fest, and this was in the light 
of the graphical dazzlement 
experienced from Sega Roily. 

Think Gran Turismo with even 
more bells and whistles and 
you’re on your way to realiz- 
ing the visual punch that RR4 
delivers. Replays are actually more 
impressive than Gran Turismo’s, with 
cars in high resolution (complete with 
an overabundance of reflections) but 
with extra effects like working front and 
rear lights (the rear lights in particular 
leave tracer effects, giving a real sense 
of speed). As you can see, the scenery 
is pure Ridge Racer, as is the gaming. 

Choose from Grip (if you always brake at corners) or Drift (if you’re in the 
business of powersliding), and after additional coaching from a manager, 
start those engines and rocket around lengthy courses set in a perfect learn- 
ing curve. Finally, the Republic is thankful that the intense techno is back, 
allowing the maximum racing speeds to be reached with frenetic dance- 
beats ideally suited to the 
RR senes. @ 




m 



8? 
oc g 



You could call 
Roadsters ’98 a sequel 
of sorts to Titus’ better- 
than-average-looking 
Lamborghini. It’s by the 
same team and it 
shares parts of that par- 
ticular game’s engine. It 
does not, however, 
share the license, or 
any license for that 
matter. Roadsters fea- 
tures a bevy of convincing look-alikes, which promotes the sense of a partic- 
ular car without Titus having to deal with a load of legal wrangling and licens- 
ing fees. The roster of impostors shown to us in preview form included well- 
modeled simulacrums ofVipers, Renault Spyders, Mercedes SLKs, and Ferrari 
F355S. The all-important courses were looking pretty good as well, with nice 
weather effects and often-vibrant scenery. Draw-in was kept to a respectable 
minimum with fog leading the charge in this regard. 

Unfortunately, the control was not yet up to spec and gauging the poten- 
tial for greatness proved difficult. Mainly, the cars were way too responsive 
with regards to control-stick movements and it was all too easy to get crossed 
up in the corners. Let’s hope a lot of tweaking goes on in the handling depart- 
ment. Also, reverse was in a ridiculous position - the D-pad - but we were 
assured that this and other small problems would be rectified. 

When finished. Roadsters ’98 should prove to be at least as good as Titus’ 
last effort and maybe even a whole lot better. A good spit and polish is all it 
needs. 






Ah, the “Spirit of 
Christmas” episode 
must be the most 
infamous so far. 

You know, the one 
where Cartman 
says, "Pigf@#$er" 
in front of Jesus. 

That’s right, folks, 
those four angelic 
little boys from 
South Park are 
landing on the N64 sometime soon. They have made the transition between 
“2-D Moomin” land to “3-D Fat Bloke” land as they waddle around being 
obnoxious to everyone. It seems as though the mighty Nintendo might have 
a problem with some of the mature content of the game, because let’s face 
it -the TV show is 
hardly suitable for 
youngsters. This 
said, it will be 
interesting to see 
how the content 
of the N64 version 
stands up to that 
of the more 
relaxed attitude of 
Sony and the PC 
market. ££ 









CM ^ 


Q SE 

s ^ 


4 - 


Here’s a bowling game the 
kids out there are sure to love. 

ASC’s popular Ten Pin has been 
transformed into Animaniacs 
Ten Pin Alley and features a 
cast of regulars from Warner’s 
hit animated show; Yakko, Dof, 

Wakko, Dr. S, Ralph, CEO, and 
Brain are all immediately selec- 
table characters. And judging 
by the animated intro, the wry 
and self-referential sense of humor that 
is such a hallmark of the series has been 
kept intact. When one of the Animaniacs 
asks, “What’s 3D?” the other replies, 

“Digitally developed for dollars.” 

Obviously designed with kids in mind, 
a few tweaks have been implemented to 
allow tiny brains to come to grips with 
bowling. For example, gutters can be 
turned off and replaced by bumpers, so no more embarrassing gutter balls for 
the little ones. You’ll also see some wacky FMV cut scenes depicting certain 
pin strikes. 

it remains to be seen though just how many young Animaniacs fans are 
also bowling fans, or rather, video game bowling fans. And we’ll have to wait 
for a final to see if the Animaniacs Ten Pin Alley can deliver the goods across 
all age groups, 











developer reality bites • publisher gt interactive • available fall ’98 


I \ 


oo oo 
o o o 
oo oo oo o ooo 
oo - - _ 

o o ooo oo oo e 

o oo o o 


T he power of vengeance is ominous. It can 
drive a well-balanced mind to the fringes of 
lunacy, make a murderer of a saint, or stain the 
purest of souls. But what happens when a char- 
acter of wicked predisposition - a sleuthing trick- 
ster, battle-worn gladiator, or powerful sorcerer - 
falls under such a chaotic state of mind? If Reality 
Bytes’ upcoming game. Dark Vengeance, is any 
indication, then the answer would surely include 
words such as “catastrophic,” “murder,” and 


pc cd-rom feature 

tational style was far more advanced than any- 
thing previously seen. Unfortunately, the mar- 
keting of Sensory Overload was understated, and 
the game soon fell victim to the long shadow of 
Bungle’s superior effort. Marathon. 

As pioneers. Reality Bytes were early to jump 
onto the PC bandwagon when Windows ’95 was 
introduced. They soon began to develop Havoc, 
a 3D vehicular combat game for Mac and PC, 
which eventually became the foundation for Dark 


The lurid appeal of Dark Vengeance is “decimation.” Truly dark in its presentation, the Vengeance's engine. The Havoc engine rendered 

realized through its dimly lit environs game answers that question in full, and perhaps its real-time world entirely of 3D polygons. It 


and foreboding ambience. 


allows us to exploit the effect that used pure client servers that allowed jump-ins 



and voyeurs. For its time, these features were on 
the bleeding edge, and the product to this day 
has sold over one million units worldwide. But 
the development of Havoc was under time con- 
straints, and thus, rushed in the end. Reality 
Bytes were not quite satisfied. 

The development of Dark Vengeance literally 
began days after Havoc shipped towards the end 
of ’95 and has been a serious labor of love for the 
company to this day. Early encouragement came 
naturally as the company showed off their 3D 
prowess to the press and various publishers, and 


such an altered state might have on 
our own mind. But before we discuss 
the game further, a dip into the his- 
tory of its purveyors is necessary. 

Reality Bytes’ first game, Sensory 
Overload, was released at a time 
when Doom was the most talked 
about PC game in the world, but on 
the struggling Macintosh, the FPS 
market was wide open. Being the 
first FPS adventure to push the 
Mac’s 32-bit hardware, its represen- 


100 « 
too# 
100^ 



The illuminating effects are a mesmer- 
izing testament to the fine skills that 
exist at Reality Bytes. 


■■ 

■ 

■ 

II 

1 

■■■■■ 

■■■■■ 

iin 

IBB 

1 

■■ 

■■ 

III 



soon enough, GT Interactive picked it up. But in 
1995, technology was still in a state of infancy; 
today’s technology is much more forgiving. 

Reality Bytes’ goal with Dark Vengeance is 
one shared among many developers: to bring a 
new type of experience to the third-person- 
perspective adventure. By incorporating three 
completely unique character types - the trick- 
ster, sorcerer, and gladiator - with completely 
unique weapons and abilities, and a physics 
model that properly differentiates objects 
based on mass, they have managed to accom- 
plish their goals in theory; execution, however, 
is another matter. 

As an experiment in gaming from the third 
person. Tomb Raider easily managed to make 
believers of us all, even with its now-glaring 
faults. But perhaps what had us turning away 
from TR's low points was its pace: intentionally 
slow-moving, the game exuded more moments 
of drama and exploration than it did action. 


However, the discovery of items, solving of 
puzzles and climbing of obstacles are all sec- 
ondary to the slaying of enemies in Dark 
Vengeance. Thus, with an unavoidable resem- 
blance to the likes of Heretic 2, issues such as 
line of sight and aiming both become key. 
Reality Bytes have devised an auto-targeting 
system that takes care of this potential threat 
to its playability. A cursor that normally depicts 
your line of sight will lock onto enemies when 
within proper proximity, and any projectile, 
spell, or slash will greet your foe with accuracy. 
But, depending on which character you play as, 
there are significant variances in the experi- 
ence. 

With three distinctive characters to select 
from. Reality Bytes’ most demanding challenge 
was in the delicate balancing of the characters 
- not only in the weapons they employ, spells 
they cast and abilities they have, but also the 
jumping dexterity, overall quickness, health 


I 

1 

pc cd-rom feature 

page 70 











page 71 


pc cd-rom feature 




and constitution, and even how inertia affects 
progress when running and turning. The trick- 
ster is a tough wench, armed with stealth and a 
cunning arsenal of blades and bizarre weapon- 
ry. The Gladiator is a hulking mass, fast and 
durable and ever so experienced at slicing and 
dicing those who impede his progress. The sor- 
cerer is frail and slow, and thus must rely on the 
conjuring of various spells to defeat his ene- 
mies from long range. And as he runs away, 
leaving a few stun runes in his wake will keep 


A horde of vicious goblins and orc-like beasts are 
your first adversaries. Use your skills wisely - 
their IQ is a bit higher than that of your average 
Quake thug. Avoid the arrows at all costs, or 
become a human pin<ushion and die painfully. 


For deathmatch purposes. Reality Bytes have 
created a collage of weapons and items that can 
be used in combination to provide for some awe- 
some, entertaining strategies. For example, 
using the invincibility in tandem with the 
Trickster’s sticky bombs creates an intelligent 
remote-control bomb! The Gladiator can use the 
Stomp Unique to stun opponents while his team- 
mates hack them to pieces! Truly satisfying, and 
well thought out, this type of play is tough to pull 
off, but worth the effort. 

The preview version of Dark Vengeance is but 
a small sampling of what is to come, but it 
already has a very solid engine that emanates 
some exceptional lighting and particle effects 
and never loses a single frame in the process. 
However, the game controls are a bit stiff, partic- 
ularly because of the omission of mouse-driven 
controls, but this issue is definitely being 
addressed. 


him safe from particularly agile attackers. The 
goal herein was to differentiate the characters 
enough to warrant replay value, to cause play- 
ers to wonder how they might solve a puzzle 
or get through an area with a different charac- 
ter. Some enemies fly, which would be tougher 
for the hand-to-hand combat. Some are fast 
and very tough to avoid. Some even use crates 
or barrels to block long range attacks. Others, 
like the highly imaginative stained-glass-win- 
dow knights, surprise you as they piece 
together in front of your very eyes, leaving you 
no choice but to fight. 

But while all.three characters have their 
own innate style of combat, how fast they 
move, how far they jump, and the items that 
they carry (dubbed “Uniques”) are also parts 
of the equation. In addition, each has his own 
back story, his own reason for journeying 
through the game. All have the same goal of 
finding the evil menace that caused the 
eclipse that now plagues their homeland. 


Incendiary mist spews from rigged 
walls, enemies catch fire and burn to 
death before they reach you. 







page 72 

— 

1 


1 

• developer konami 

• publisher konami • available January *99 E 


J 


.411 



nintendo 64 feature 


029O0 


S chneider forms the sign of the cross across his 
chest in hope that the evil lurking in the ominous 
forest before him will be tamed. It is a fitting opening 
to the newest Castlevania adventure, a curious 
metaphor for a game that, for the first time in its 
immortal history, is being ripped away from its 2D 
roots and transplanted into the threatening unknown 
■ the third dimension. The evil that awaits this newest 
Castlevania is the limited artistic scope imposed by 
current 3D console technology. Ask any passionate 
fan of the series just how suitable polygons are for a 
Castlevania, and Invariably you’ll get the answer 
tinged with an air of vitriol: Castlevania belongs In 2D, 
and that’s indisputable fact. 




00 ! 

■5. 






y 






At least it was until now. If, like me, you are one of 
the skeptics, prepare for a pleasant surprise: 

Castlevania 64 is not only a great game in the making 
but, even in Its extremely early condition, remarkably 
true to the soaring spirit of the series. From the 
moment the opening cinema of the game - a distant 
shot of the castle grounds shrouded in a blanket of 
mist - dissolves to the young female character, Carrie, 
passionately playing a beautiful piece on a viola, an 
evocative Castlevania atmosphere is awakened. 

This setup to the game is in fact quite telling: There 
Is an immediate sense of uncompromising style and 
poignancy, the technically impressive music and 
polygonal character and backdrop a strong indication 
of a compelling journey to come. 

And so the journey begins at an iron gate in front of Count Dracula’s sprawling castle grounds. The setting 

is a marvelous fusion of bleak artistic style and technical prowess: detailed textures form sheer cliffs and 
crumbling bridges and tombs, the stormy sky flashes with lightning dancing between multiple layers of 
clouds and fog. It’s a fantastic scene, one of many to follow. 

Soon the scene moves inside a capacious, antiquated building and eventually back outside into the yard of 
a mansion located on the rim of the castle yards. As each setting changes and we move deeper toward the 
dwellings of Dracula, there remains a unifying, decadent quality to the solemn visuals: impressive gothic art- 
work adorns the cracked, weathered walls; statues rest on grand. Intricate iron fences and elegant fountains. 


'-TATtn eooc 




OOOD 





^TAT»< 600B 


T he construction of the castle is exceptional in that 
there is a feeling of a contiguous world, a place 
that we believe in and never feel separated from. 
Credit part of this to the great visual presence, but also 
to the inventive level design. Each area requires deep 
exploration and backtracking, and there are many 
points that are interconnected; the feeling of actually 
navigating an enormous castle estate is compelling. 

Some familiar, some entirely new, the servants crawl- 
ing through Dracula’s kingdom are an awesome variety 
of skeletons, ghosts, bats, and demons that take their 
expected place within the threatening confines of the 
ancient castle. To dispose of them, the familiar long- 
and short-range attacks can be made with a basic snap 
of a whip - when using Schneider - or magical projectile 
- when using Carrie, and when in close proximity, both 
characters employ a quick swipe of a sharp weapon. 
When approaching an enemy, a small target appears 
on it, which slightly draws the weapon in the creature’s 
direction. This dispels the frustration inherent in a 3D 
combat stage, making the disposal of a foe fairly 
smooth and intuitive. 

In what is obligatory in a Castlevania adventure, 
destroying torches reveals various objects to aid in the 
quest; here, gems replace the hearts, and items and 
other weapons such as knives, crosses and spears are 
gathered and stockpiled in an items menu. Unlike 
Dracula X on Playstation, Castlevania 64 does not focus 
on RPG elements, and most items collected are solely 
for transient powerups and access to sealed areas; 
action and exploration are the game’s primary mechan- 
ic - and, of course, platforming. Intense, focused, and 


<^TATVS GOOD 


GOID 00000 





nintendo 64 feature 


OOOD 


deeply engaging, the platforming elements are anoth- 
er towering achievement propelling the game towards 
potential greatness. 

Belying the inauspicious sound trend established 
by so many Nintendo 64 games, Castlevania 64 is gen- 
erating ambient touches and background music that, 
like its predecessors, is invaluable to the rich atmos- 
phere of the game. Sounds of thunder, howling dogs 
and swirling winds bring an eerie force to the already 
piercing presence of gloom in the opening stages of 
the game, and matched with a cold, distant layer of 
music, the chilling mood moves in and settles over 
the game like a thick, lingering fog. 




‘TTATlt?: GOOD 


T he original Ze/c/£7, Super Metroid, Mario and DroculaX - these are the 
video game masterpieces. To successfully continue with series that 
mean so much to gamers is inherently a difficult endeavor, a struggle with 
forces of nostalgia, evolving technology, and the 
- r P’Jsh for change. When Mario 64 was first announced, 

we scoffed at the idea of the beloved plumber shed- 
ding his sprites and squeezing into a restrictive mold of 
polygons and textures; here was a masterpiece in 


'tArm coou 


00000 


: 0 ' 






lNltN0064VCB«0N 


OpnCWLcmoEFO" 




UJfio ’s the R. 
inith an the 


RvailaOle no tun 


to order, call: 1.800.691.7886 miLLENNIUm 






no’s a lean, green fi 
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all his moves in this O 
Strategg BuhJe! 


lUjrjfJ’ 


NINTENDO‘S 

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® ® ® (§) ® ® (3) © © (o) © © @ 


page 77 I reviews index 


P ar for the course with the holidays just 
around the corner, this month’s reviews sec- 
tion is packed with over 35 games! The best news 
is that there’s a lot more good than bad to 
choose from this season as well as a few pleas- 


ant surprises such as Destrega and Guilty Gear. 
RPG and action RPG fans alike have a lot to cele- 
brate with Brave Fencer, Xenogears, and Zelda, 
and action fans will feast on Metal Gear Solid, 
Wild 9, and Crash 3! 



h 




[A+ to A] Games in this bracket are the indubitable cream of the crop. They feature the very best in visu- 
al presentation, and are excellent in both initial and long term playability. The very best video game of its 
type, worthy of every gamer’s undivided attention. Example: Medievil 


[ 


[A- to B] Games in this bracket are excellent, solid and highly playable pieces of software, although they 
lack minor polish to become truly outstanding. Slight graphical glitching coupled with a marginally dis- 
appointing ending may mar an otherwise exalted release. Example: F-Zero X 


[B- to C] Games in this bracket are generally very good, but may have one or more flaws. A a game receiv- 
ing a B- may be a great game that’s just too short or has irritating music, while a C may have these same 
problems and a couple more. Very good to average entertainment. Example: Iggy’s Reckin’ Balls 


[C- to D] Games in this bracket require serious help in two or more areas. Perhaps the control responds 
__ horribly and the characters animate poorly. Although a game of this caliber may have had a great initial 
concept, it was never fully realized in the final stages of design. Example: Mission Impossible 


h 


[D- to F] Very rarely will you come across a game of this lack of quality. A complete dearth of vision, a 
determination to remove any semblance of gameplay or fun, and particular attention made to use none 
of the most rudimentary of the system’s proprietary tools. Example: Batman & Robin 



5th Element ; 

^ f r ■ 

IJ c* 

Bomberman World i 
Bushido Blade 
Brave Fencer 

i ^ B* 

Brigandine 
Bug’sLife ^ ; 

Cool Boarders 3 ‘ 

Crash 3 
Destrega 
Dragonseeds 

4*4' BiF ' 

1 c* 

1 Duke nukem:TTK 

I s i C+ ■ 

1 Guilty GEAR 

1 i B # 

1 Hedz 

Ti'c* 

1 Kagero 

j ■? c+ 

1 Lucky Luke 

t ? c+ 

1 Metal Gear Solid 

■ Ai 

1 Mr. Domino 

B 

1 NBA Live ’99 

■1 } B 

1 NHL’99-PC 

:l } A\ 

1 NHLFaceoff’99 

1 ? B+ 

1 Ninia 

d 1 B- 

1 ODT 

it i 0+ 

1 Pool Hustler 

c+ 

1 ProBoarder 

B 

1 PSYBADEK 

C 

1 Quake 2 MP 2 

B- 

1 Running Wild 

C 

Sentinel Returns 

B- 

Small Soldiers 

D+ 

Streak 

C+ 

Test Drive 5 

c\B: 

Virtual Pool 

B 

Wild 9 


Xenogears 

A- 

VR Baseball 2000 

B 

Zelda OOT 

A 

1. Games marked in F£D are highly recom- 
mended for your gaming collection. 

2 . Games marked in BLUE should be avoided 

completely. 


[Subject to the reviewer*s personal prefer- 
ences, it can be generally accepted that any 
game scoring a Bor higher is a great way to 
spend your gaming evening. Games scoring 
a low D or F should be microwaved for three 

seconds and returned.] 



mi imii 













playstation review 


page 78 


Sguare masteiy at workin a 3d ath/enture universe! 

Experience Vie sege of Vie Breve Fencer... 




S aturday Morning voice over in tow, Brave Fencer Musashi is making 
its American debut this December. I find myself in an awkward posi- 
tion, having to siphon through a dubious dub to expose the true genius 
behind a game I've been waiting many years for Square to make. A plat- 
form and action/role-playing junkie. I’ve been spouting off about a 
Square game like Brave Fencer for years. And just as I thought. Square 
have immense skills in this area. Musashi is one of the coolest charac- 
ters ever (save the Saturday morning charm) and the game is sculpted 
masterfully, building constantly and consistently in intensity and playa- 
bility. After a brief tryst with the import version, I knew that waiting for 
the U.S. version was inevitable, and so I’ve been staring at the import 
CD case and listening to bits of the soundtrack since August. So it is 
with much angst that I approach this review. I must confess that initial- 
ly, hearing the play-on-Shakespeare-meets-Valley-Girl dialogue - "Little 
turd, calmeth down. We doth have a request for thee! " - made me want 
to fall on my sword, but 12 hours or so into the game 
I came to understand and appreciate why the 
producers chose this path for young 
Musashi. The game is obviously 
poised for mainstream suc- 
cess, with dialogue fit 
for a kid, and game- 
play fit for a king. 

Either way you 
slice it, BFM 
is an 

inspired, 
multi 


faceted game wil 
ample doses of tradition- 
al Square magic. The first thing you’ll notice, following the live action 
opening cinema, is how different Square’s priorities are in terms of 3D 
polygonal action; where other companies (and usually reviewers) find 
fault. Square place little emphasis. Collision detection, for instance, is 
minimally adhered to by Square. It’s as if you’re playing in and around 
"soft" polygons, as Musashi can sink his body halfway Into just about 
anything around him - characters, logs, rocks, you name it. They’ll let 
you slide behind a thin door and witness as our hero pops Into view 
behind it. It’s as If they’re saying, "Hey, it’s a game, why are you doing 
that?" Instead, the emphasis Is placed on gargantuan polygonal struc- 
tures and environments, an overall feeling of immersion, and a deep 
interactive storyline. If you read this before you begin playing BFM, 
you’ll undoubtedly question my opinions as you begin to play, as ini- 
tially, Musashi’s tasks are menial and highly contrived. At 






the adventure’s commencement, the first 
tasks you’re dealt merely serve as a 
live example of how the game is to 
be played. Once you’ve complet- 
ed the Steamwood portion of the 
game, events become 


adds a sense of time to the quest. For exam- 
ple, late at night people won’t answer their 
doors and only the Inn remains open. 
Musashi grows sleepy as well, but rather 
than checking into the Inn he can sleep any- 
where, anytime. Another praiseworthy 
gameplay trait is the Assimilation technique, 
which plays a key role in the game. 
Launching the Fusion blade into any enemy 
allows Musashi to absorb their special 
power. Most often, if you find yourself stuck. 
Assimilation is the key. And finally, (well not 
really, 1 could write a novel about this game) 
I must loudly sing praise to one of the best- 
ever Square soundtracks. 1 know that’s say- 
ing an awful lot, but it’s that good. In the 
end. Brave Fencer Musashi breaks new 
ground for Square and provides the discern- 
ing action/role-playing gamer with the most 
notable quest since the original LandStalker. 
Square have shown beyond the shadow of a 
doubt that they possess legendary skills in 
all walks of gaming, f 


more 

momentous and challenging. 1 
know that’s hard to believe 
when you’re in a village named 
Grillin’ ruled by Emperor 
Thirstquencher in the 
Allucaneet empire, but trust me, 
the overemphasized gaiety, 
while indeed a distraction for 
anyone over 12 , doesn’t ruin 
^ the game. Brave Fencer 

EjP • Musashi grows on you steadi- 
T ^ ly as you progress and eventually 
look beyond these mistakes. One of the 
many elements that elevates BFM to "A" 
level status is the real-time aspects of the 
gameplay. The ability to sleep in front of a 
shop or dwelling until morning (or it opens) 


Epic boss encounters compliment each chapter’s conclusion. 
Multiple attacks require skill and wits to overcome. Old-school 
pattern fighting and skilled weapon deployment merge into 
play. 


■ CHeeSV BUT bood iuterbctive storv 

■ mRmrioTH EnviRonmEitrs t bluer befbre vbu 


■ EBB STB nr LJEBPBB BBO TEEM UPBRBBES KEEP IT REBL 


■ BBE BP THE BEST SOUBOTRBEKS THIS VEBR 


THE SQUARE GAME I’VE BEEN WAITING FOR! BRAVE FENCER DELIVERS A SQUARE- 
SIZED EPIC IN AN ACTION/PLATFORM MEETS ROLE PLAYING PACKAGE! OH YEAH! 


playstation review 




playstation review 


page 80 


developer lightweight • publisher squaresoft • available now 






■ HERVV FOB: m TORO. HI6HLV DEW! LED EHHRHETERS 


■ LOROS OF SEERET EHRRRETERS TO FIDO RIBHT RLJRV 

■ TO TOLL V SRTISFVlOB BOTTLES V.S. EPO R.l. OR HUFIRO 


■ EREELLEOT EOOTROLS ROD RLOESOPIE EOLLISlOO 


o#oo 


bushUo Uade 2 


A lthough Bushido Blade 2 is brand spanking new 
to most of you, I’ve been enjoying the Japanese 
version for many months now. Through all this time, I 
still I haven’t tired of BB2. Its fantastic weapon-based 
combat system is currently unmatched across all for- 
mats, and the characters and their accompanying sto- 
ryline continue to have a solid appeal. This U.S. ver- 
sion should be hitting the shelves soon, and I urge 
fans of the original BB to pick up a copy as soon as 
possible. You’ll like it - trust me. If you’re new to the 
whole Bushido Blade formula, however, read on to 
discover the many high points of this fine sequel. 

First up, there’s the weapon-combat gameplay. 
Each of the six weapons performs exactly as it should. 


by Mike Griffin 


with weight, technique, and timing that reflect traditional, real-life combat situations. The 
collision too is a painstakingly accurate marvel to behold. Fight a viscous Naginata warrior 
using a tiny Saber and you’ll have to find a combination of parries that will push you 
through the defense afforded by such a long weapon. On the other hand, many characters 
are able to wield two weapons simultaneously-an incredible offensive onslaught. Match up 
a pair of these gifted fighters and you’ll witness a spectacle of wild clashes and counters so 
brutal, so undeniably violent, that all other weapon-based fighters pale in comparison. 
Bushido Blade 2 Immediately receives a passing grade because of its dedicated weapons 
combat, and thanks to its relatively simple, responsive control system, it goes much, much 
further. One hit kills have never felt so legit. 

Other pluses include the Story mode, which offers several paths and hidden characters 
everywhere you go. The English dubbing during the real-time cut scenes is mostly bad, but 
the plotline is still very cool. Also, the characters look great, the music is very good, and the 
many play modes keep up the interest-alone or with friends. A warning to BB veterans, 
though: There are only two attack buttons now and a stance change, and the free-roaming 
levels are all enclosed. I miss the huge loading environments, but the gameplay is so much 
faster and accurate that I must accept it. Hey, at least they didn’t add life bars! Enjoy! ^ 


Most gamers checked-out the original BB for its free-roaming environments. 

In BB2, THE FIGHTING’S SO SOLID YOU COULD PLAY IT WITH NO BACKGROUNDS AT ALL. 




=fcLV= 














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■ THE 1B0X FHCTOR KEEPS THE BHT^E EHHLLEnEI/IB 


■ mmnTHins the oREHmv visurls of the series 

■ OlVERSITV m BHTOEPLHV IS HIBHER THHH EVER 


■ THE tmax FHETOR KEEPS THE BOmE EHOLLEflBHIB 


So YOU WANT TO CHECK UP ON CRASH’S LATEST ADVENTURE? YoU BETTER HURRY -IT MAY 
BE HIS LAST OUTING ON THE PLAYSTATION (TODAY’S PLAYSTATION THAT IS)! 


developer naughty dog • publisher sony • available november ’98 


playstation review 


E ven with its exceptionally modern appeal, the Crash Bandicoot series has cer- 
tainly done well to keep us in touch with the origins of platform gaming. With 
record-breaking sales, it has been a tremendous success since its inception. This 
fact has left the door wide open for Naughty Dog and provided them with a 
tremendous opportunity to build upon the game’s simplistic yet endearing game- 
play without too much concern for technology. But experimenting with a widely 
accepted formula was evidently a bit too risky an experiment for Sony. Crash 
Bandicoot 3: Warped is the third, and perhaps final, episode in the series, and it 
Is still by far one of the best looking games to ever grace the PlayStation (beaten 
only by its closest of kin. Crash 2). It represents a strong technical improvement, 

but the level and character design, 
^ and most 


portantly, feel of the 
series remain well Intact. 

The third chapter takes Crash to a new world of sights and sounds, but when 
playing the game, you’ll feel right at home. Crash soars through a sun-struck sky 
in a bi-plane, disintegrates chickens with an apple-slinging bazooka, torpedoes 
sharks while scuba-diving through a ferocious coral reef, hops across mummy- 
infested Egyptian catacombs, and traverses a hazardous, futuristic city, dancing 
with neon lights and searing laser beams. His sister. Coco, crashes waves on a Jet 
Ski, skims the Great Wall of China while mounted upon a tiger cub, and wages 
battle against a Goliath mech boss that launches into space and transforms into 
a huge dreadnought; the battle that ensues is a blatant, but successful, rip-off of 
StarFox 64. Both characters must also return to their stomping grounds many 
times to find all of the gems, crystals and the new relics, which must be earned 
^ by sprinting through levels and beating 

■ _ the top time. Such crazy antics could 

a t ‘ j^TTTT II \\ never feel out of place in Crash’s world. 

5 f I l> Ambitious, beautiful but a bit too 

-H- ' familiar. Crash 3 remains a strong trib- 

ute to its origins. Crash will surely be 
i back someday.- @ 








playstation review 


developer omega force • publisher koei • available now 


W A BREATH OF FRESH AIR 

y ' I ast month, the quiet arrival of a 

^ ^ I L Destrega preview disc was an 

- ' awesome surprise. I was immedi- 

ately blown away by the explosive 
gameplay, and it became my game of 
the month by the next day. Weeks of versus battle 
ensued. Now I’m playing the final version and loving 
every minute of it. Destrega is a shockingly fun game. 
The play mechanics are accessible and addictive in 
an instant, packed with loads of offensive variety and 
room for unlimited amounts of creativity on the play- 
er’s part. Despite the fact that it’s the first and only 
game of Its kind, Destrega excels in so many funda- 
mental areas. Indeed, Omega Force and Koei have 
taken a bold step forward. Destrega marks a new era 
in free-roaming 3D fighters, and possibly the birth- 
place of a sub-genre. 

DRIVEN BY A DEEP STORY 
With an intense Story Mode, Destrega's plot plays 
, a key role in the game’s appeal. 1000 years ago the 


wandering Strega sages settled into the tiny country 
of Zamu’el. The sages taught the simple folk how to 
improve their land with metallurgy and agriculture, 
and they imbued objects with the magical powers of 
Strega. They had no Idea that the people who had 
been bestowed such gifts would use the objects, 
called Relics, for greedy purposes. The Zamu’el peo- 
ple mercilessly conquered the entire continent using 
the Strega, during a dark age called the jeno War. 
Eventually the power turned upon itself, and the con- 
tinent was left in ruin. A millennium passed, and 
memories faded. Sir Zauber of the new land, Ipsen, 
built over the site of Zamu’el, has uncovered the 
Relics. Visions of conquest fill his sinister mind, and 
he builds an army equipped with weapons forged 
from the Strega-powered Relics. 

The Story Mode chronicles the rest, In lovely real- 
time 3D. It’s important to note that you don’t guide 
any one character through the Story Mode. It’s In fact 
spread out through all the characters, allowing one to 
experience many angles of one story. 


Host N 


This is your primary method of defense. It eats up the 
Strega meter very quickly. Carefully decide whether to 
use the Charge Guard, evade, or attempt a deflection 
by tapping block just as the projectile hits you. 


— Strega attacks comprise 
90 % of any solid fighter’s 
" offensive output. It’s the 
first play mechanic you 
should master. Learn how 
different combinations of 
Fast, Power, and Span can 
be linked together, and 
J develop a keen sense of 
timing. Always check your 
Strega gauge to determine the 
strength of each forthcoming attack. 






playstation review 


not! 


Destrega clearly emphasizes long- 
range Strega attacks as the primary 
offensive weapon, but clever surges 
of hand-to-hand blows can put your 
opponents away just as easily. Doyle, 
for example, has an incredibly power- 
ful dash elbow that knocks away 
almost half of the life bar! Also, many 
character are able to juggle foes after 
the final hit of a combo - a stunning 
sequence. If you follow up quickly 
with a Strega attack (during the 
“dizzy’*) the damage can be insane. 


Fueled by ughtning-past gameplay 

You honestly won’t find a smoother playing free- 
roaming console fighter right now. At its core, this 
game is deceptively simple. Destrega has three magic 
buttons: a jump button, a block button, and a dash. 
Look at these controls as if they were a network of 
gameplay - a totally coherent, self-contained collective 
of commands. For example. Block combined with any 
Strega button creates a shield, or merely blocks hand- 
to-hand blows when used alone. Dash propels your 
character quickly in a chosen direction, but combined 
with a Strega button it becomes a Power Dash. The 
Strega powers can be combined with each other too. 
Do you like the laser you fire with the Fast button, but 
wish it v^^^wider? No problem. Tap Fast once or twice 
as usual, then add an extra tap with Span. Span repre- 
sents all wide attacks, so suddenly three lasers are 
fired simultaneously simply because you’ve combined 
the straight attack (Fast) with a wide attack. There are 
loads of cool combinations just like this, so be sure to 
experiment every time you play (or feel free to e-mail 
me). Be creative with your Strega and you’ll win. 
Crafted with sicill and dedication 

It’s a fact. Destrega was heavily play-tested by OF 
and Koei. It lives up to its concept in every way as a 
result. Plus, the intro CG is good, the in-game graphics 
aje awesome, it has great control, and there’s a bunch 
of modes to beat. If you had a lobotomy you’d still want 
to play Destrega again. It’s that fun. Check it out. ^ 


KUGA 


j/KhlltAL 


ROStN 


Never underestimate the effec- 
tiveness of Power Dashes. They ^ 
are the key to any last-minute 
comeback. Not only does the dash 
automatically home in on oppo- 
nents (for hand to hand), it 
also completely deflects 
Strega attacks when y 

properly timed. 






• developer n-space • publisher gt interactive • available fail ’98 




S coffing in the face of decency, Duke Nukem: Time 
to Kill is about as politically correct as a group of 
skinheads at a bachelor party. Wholesome and pure 
it is not. Nasty is its drawing card: A dominatrix 
crudely taunts Duke to “turn out the lights and I’ll 
show you the meaning of pain”; in a Western setting, 
Duke cracks a safe with the combination “36-24-36... 
now that’s my kind of safe”; and in the king’s cham- 
ber, a medieval setting, a maiden grinds on the bed 
post with the force and passion of a dog in heat. 
There’s even a little animal loving going on down- 
stairs in the castle yard: Sheep copulate in all their 
polygonal glory while Duke observes their mating as 
a sabotage of the chance for good “virgin wool.” 

As Duke explores the possibility of entertaining us 
as a 3D action/adventure game, indeed every bit of 
his relentlessly crude and irreverent attitude contin- 
ues to drop its sludge wherever the situation seems 
ripe for comment. It can be 
entertaining to hear the 
uncouth Duke make his 
coarse observations 

inspired by his gritty world. 


but too much of the time the dialogue and setup are 
contrived, relying on raw shock value rather than 
smart design. 

Less is sometimes more, but when it came time to 
build a world around Duke’s persona, more is exactly 
what was needed: more enemies, more animations, 
more speed, more detail. The levels, which range 
from labyrinthine castles to Western towns and the 
mines running beneath, are expansive and open with 
lots of climbing, swimming, jumping, and hanging in 
the midst of energetic action sequences between 
period-dressed pigs and aliens. There are allusions 
of a great game in nearly every area, but the pieces 
just haven’t been properly laid in place to put an 
attention-grabbing finish on the game. 

Struggling to find its way in the shadows of the 
likeness of Tomb Raider, Duke Nukem knows the 
comparisons to this vanguard series will be launched 
its way: In the subway, Duke can use a pay phone 
that rings through to the heavy breathing and moan- 
ing of a female voice who Duke, before scratching his 
butt, asks sleazily, “Oooh, Lara, is that you?” Yeah, 
only in your dreams, Duke. ^ 








c<BR» 


developer arc system • publisher atius • available fall ’98 


page 85 I playstation review 





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t/tiLLfttSf' 






ml 


"□ For anyone who thinks only Cajjcom and SM deliver, 

‘v 4t!us has a Me surprise waiting far you. 


GRERT CHRRRCTER OESI6R RPD RPimRIIOn 
CORTROL IS TOP OOTCH 






uilty Gear was given a favorable write up 
when it was reviewed as an import by yours 
truly. Unfortunately, space constraints permitted 
but a cursory glance at this highly playable 2D 
fighter. Now, with the game coming to the U.S. 
courtesy of Atius, we can take a slightly more in- 
depth look at Arc System Works’ eccentric, 
weapons-based hand-drawn effort. While it 
doesn’t rewrite the book on the genre, it throws 
so many ideas into the ring that it all feels fresh. 
This is quite an accomplishment considering that 
its mish mash of features could have produced a 
disjointed and awkward play experience. 
Counters, double jumps, instant kills, and cap- 
ture moves in the wrong hands could have been 
simple overkill. Rather, these features and more 
have all been implemented with emphasis placed 
squarely on speed and action. The result is a 
fighter that keeps your mind busy and your 
thumbs pounding madly. 

On top of the fast, combo friendly gameplay, 
you get inspired hand-drawn visuals with anima- 
tion that would be impressive on any 32-bit hard- 
ware, much less the sD-optimized PlayStation. 

_The screen scales in and out and there’s as much 
2D chaos and characters frames as any of 
JIapcom’s wilder console entries. 

Like any good fighter, the selection of charac- 
ters is wonderfully diverse, as an eclectic cast of 
faintly SNK-ish brawlers come together in this 
melee. All of the characters have devastating 
supers and one-move kills, many of them truly 
bizarre. The spry, scythe-toting Dr. Baldhead will 
throw his victim onto an operating table and per- 
form an impromptu disembowelment, while the 
shadowy Zato squeezes prey 
with a giant phantom hand. 
Crazy stuff indeed. 

Virtually unchanged from the 
import version. Guilty Gear 
deserves a look from anyone 
who appreciates a good 2D 
fighter of the frenetic Japanese 
variety. Recommended, 


IM WHAT SADLY MAY B£ A DYING GENRE, GUILTY GEAR WORKS OVERTIME TO ENTERTAIN 
AND SUCCEEDS AT BEING ONE HELL OF A 2D FIGHTER. 







A hype of almost biblical proportions surrounds Hideo Kojima’s first “interactive movie,” four and a 
half years in the making with actual gameplay elements and without the balking stigma attached 
to the phrase. With a weaving and intricate plot more intense than many actual movie scripts, a terror- 
ist attack on a remote Alaskan island provides the backdrop to a cinematic action title that almost deliv- 
ers the perfect game-playing experience. 

Don’t assume that Metal Gear Solid is an action title, as it’s carved out a new niche as a free-roaming 
espionage game with many additional strategic elements. Simply wading in with ordinance, strong-arm 
tactics, or other uncouth methods of foe disposal results in a loss of ranking and usually death. The 
object here is to never alert the guards to your presence. Creeping, hiding, crawling and sneaking up 
for a quick neck throttle is a much more pleasing and professional way to infiltrate the Shadow Moses 
Island. Kojima’s developers left no stone unturned in creating a realistic (yet entertaining) experience. 

Take one small example, the method of strangulation. This isn’t just any old choke; Konami’s military 
specialist (Mr. Mori) oversaw the precise movement, timing of the move, and even the correct victim 
gagging noise to ensure absolute authenticity. Similarly, Solid Snake’s FAMAS Rifle is exact, even down 
to the three tracer rounds fired off after each clip, and the entire gameplaying environment shows 
unmatched realism and attention to detail, a true testament to Hideo Kojima’s originality and strength 
of vision. 


playstation review 


developer konami • publisher konami • available now 





PO< 

1 

1 

by David Hodgson 











Fleshing out the game’s characters 
to a degree of detail never seen 
before in a video game has been 
Kojima’s crowning achievement. 


These free-roaming zones are much more than mere 
backdrops as they contain such a scope of gameplay fea- 
tures that a review of this size can only scratch the sur- 
face. From the arctic canyons where an impressive Mi 


playstation review 


Abrams tank needs to be disabled with grenades to an 
excursion across an extremely narrow plinth in the searing 
heat of a blast furnace, there’s a sense of completeness 
(both in your freedom of movement, the guard’s reactions 
and the almost constant radio chatter from your associ- 
ates) that only a select few of the PlayStation’s top eche- 
lon of games have achieved. Although not completely free 
to investigate the sprawling snow base at your leisure (the 
continuing plot line ensures a slight limit to your 
exploratory freedom), there’s still more than enough free- 
dom of movement to create an enthralling adventure, a 
feeling of “being there’’ working in tandem with Koj'ima’s 
“interactive movie’’ experience. 

And this, without a doubt, is one of the greatest 
strengths of the game. You’re essentially able to move 
about your “warehouse style” environments in any man- 
ner you deem fit, but with a particular set of parameters 
you cannot infringe upon. For example, weapons cannot 
be deployed in a nuclear storage chamber and two sniper 
battles force you to utilize the sights of the PSG-i Sniper 
Rifle (complete with random unconscious twitching from 
your aiming arm!). This slightly different approach to each 
of the base’s areas provides extremely entertaining 
results. This gently eases you into testing out all 30 of the 
game’s items without creating the same scenario over and 
over again and enables all of your movement (such as fir- 
ing and throwing) to be perfected before the final battle 
with Liquid Snake. And without ruining the entire game, 
let’s just say Liquid refuses to go down quietly... 

There are so many commendable aspects to the game 
that I’m left with a miniscule amount of room to list only a 
few of them. They include exceptional voice-overs (Solid 
Snake sounds like a gravelly Gary Busey and Mei Ling’s 
lisping Chinese accent is delightful) and this adds greatly 
to the believability of the operatives you’re dealing with. 

There are seven associates you can contact via the inge- 
nious Codec, and some (such as Nastasha Romanenko) 
provide optional information of such depth, it alone must 
have taken months of development and research. 


Indeed, any game which consistent- 
ly prickles the hairs on the back of 
your neck throughout the entire 
playing experience is a must-have 
title in my book. 

I’ll round off this unequivocal rec- 
ommendation of a stunning piece of 
software with a few almost insignif- 
icant shortfalls. Firstly, the transla- 
tion, although almost faultless, has 
been toned down for the American 
market. Solid Snake was a little 
more leering and potty-mouthed in 
his Japanese incarnation. Secondly, 
the shortcomings of the PlayStation 
hardware mar the cut-scenes, creat- 
ing realistic but mannequin like 
characters (with glitching joints and 
non-moving mouths) that no 
amount of motion-capture magic 
can overcome. Finally, some may 
moan about the ease of completion, 
and indeed, ten hours of intense gaming seems to be a lit- 
tle less than most gamers require, but the American ver- 
sion has combated this by introducing three more difficul- 
ty settings compared to the stunningly easy Japanese ver- 
sion. For those complaining of the easy difficulty, I chal- 
lenge you to complete the game in less than two hours on 
Extreme difficulty setting... a task that takes weeks. You’ll 
still have to flick through the huge amount of Codec trans- 
missions that cannot be skipped (another problem), and 
there’s no prize for completion of the game on Extreme, 
but the replay value is still exceptionally high and you’ll 
still quiver with the strength of the graphical engine, the 
time and work Kojima’s team undertook to provide us with 
this game, and Kojima’s eventual triumph at creating a 
truly believable cinematic experience you’re not only a 
part of, but fully immersed in. And that is what Metol Gear 
Solid is all about. 9 


There*s many a secret 
to uncover, including 
a special Tuxedo, 
Bandana and even 
Stealth Camouflage! 
Kojima went all out to 
deliver America with 
an improved version. 


I R OETRILEO ERST VOU RERLLV ERRE RROUT. 

\ RUrtEROUS SUBTLE TOUEHES ROD EVER PIORE 


I RR EXEELLERT SUB-BREIE ERFOREES VOUR TRRIRIRG. 

I PER FEET SOURDS. LJITR S PEE EH, SFX C TURES 

MiTICULOUS CAIte F.OM ATFAMOf OlOICATiO VISIOAARIFS HAS YISLOtD DIVIDEHOS. AH 

ABSORBING VIDEO GAME WITH THE EMPHASIS FIRMLY ON QUALITY AND ENTERTAINMENT. 






I n my preview I spoke of two possible scenarios regarding the out- some pretty ambitious special effects, like long stretches of trans-^ 
come of Psygnosis’ much-ballyhooed new game, Psybadek. It parency, and buoyantly bouncing foliage. However, certain levels are 

would either be a revolutionary new experience or a case study on the crawling with bugs. You easily get snagged on the edges of polygons, 

effects of developing a game on crack. Well, although I believe they witness vivid clipping fore and aft (although switching camera angles 
switched drugs on me (moving on to hallucinogenics), the latter has does help) and sometimes fall right through the floor as you try to 
^ inner workings of this pecu- wrestle back on course. It’s easy to go off-trail, and rather than restrict 

P liar yet somehow playable game. Allow you, the developers allow you to jam yourself into some sticky nooks 

me to explain... The engine, a dippy and crannies that should be closed or instantly throw you back on 
but smooth 6o fps 3D serpentine Las course. This Is one of those games In which you must compensate for 

Vegas act. Is like a Lite-Brite many factors to successfully traverse. In other words, it’s not tweaked 

hooked to a car bat- for optimum user friendliness. Next, there’s the downright absurd 

tery. It’s highly colorful nature of it all. Race a fat chicken on a big ball, shoot happy eggs at a 

and privy to sucking beast, and penguins... penguins everywhere - not to mention 

'W bent over elephants pooping out noxious gasses. I understand where 

M the designers meant to go, mixing character-driven, manga-inspired 

m f platform gameplay with fluid boardin’ action. It’s a good idea, and 

I could have made a really good game. The basic game mold is a diver- 

sity of areas within several themed domains. Gorgeous obstacle cours- 
es laced with mild yet haphazard platforming usually start things off, 
leading to psychedelic puzzle-laden terrain, followed by an odd-looking 
I being challenging you to a race. Your winning angers the freak, and so 

then you must confront it as a boss. These levels, especially the Bowlo 
i l Ape sequence, I have serious Issues with; the control isn’t nearly pre- 

/f//- ' " by Dave Halverson else enough for the tasks at hand. In the end. Shades of goodness do 

I I r \ Bf H H pop through now and then, but never 

21 1 r ^^oses include some beauti- 

ful graphics, hot CG and animation, 

L\ ■ potential to be so much more, f 


■ LUSH VtSURLS RUO COOL CHRRRCTCR OCSIBRS 
m cxccLLcnr ce RccampRoimcnr rones 


■ LERRn neuj TccHmoues ns vou prosress 

& BL! TERES ROD POOR COLLtStOO CRRSR TRE PRRTV 


PSYBADEK’S BEEN IN DEVELOPMENT FOR QUITE SOME TIME, SO I AM ESPECIALLY PUZZLED 
AS TO WHY IT SEEMS TO HAVE HAD NO FINE TUNING WHATSOEVER. A SHAME, REALLY. 


playstation review 


developer psgynosis • publisher psygnosis • available fall ’98 





wm w' 

by DavB Habrerson 


F or its time, Earthworm Jim was a marvel. 

The combination of spot-on gameplay, fluid 
hand-drawn animation, 3D level segues, a 
Hollywood soundtrack, and a cast of unforget- 
table characters launched David Perry’s then- 
start-up Shiny Entertainment into superstar 
status. There was a lot of magic in the house 
for that debut. Back then, 1 was just getting ini- 
tiated into the stress-filled halls of publishing 
and as one who hungers for action platformers 
to a mental degree, I became a sworn member 
of the worm nation. Now, some four years later, 
there’s a new Shiny in town. Wild 9 is their road 
test, and Wex is my new worm. In true Shiny 
tradition. Wild 9 is a no-frills ride jam-packed 
with high intensity gameplay and little else. 
Shiny create the universe around their games 
and supply beaucoup art beforehand, leaving 
in-game cinemas to the imagination. At the 
soul of Wild 9 lies Wex Major and The Rig, a 
lethal weapon of infinite torture. It is used not 
only to torture and manipulate prey, but as a 
grappling device as well, connecting Wex to 
swing points that serve as a means of progres- 


sion, lead to power-ups, or to asSail lofty 
perches. This single feature by itself kept me 
glued to the action, much like Bionic 
Commando did years ago on the NES. Most of 
the games challenges, such as keeping a Grunt 
alive long enough in your beam to thrust him 
into a cluster of far-away gears (using him as a 
moving meat hook) revolve around Rig eti- 
quette. Added diversity, like riding the Beast 
(oh 1 want one of these) and the two types of 
3D segues, put the whole shebang over the 
top. Visually, Wild 9 delivers vividly arresting 
polygonal structures, and a completely unique 
look that throbs with intensity. Furthermore, 
the characters animate beautifully and the 
pyrotechnics and effects are off the charts cool. 
It’s all tied together with a gallant Tommy T. 
soundtrack that at times will cause you to stop, 
look around, and ponder how mere mortals tra- 
verse life without video games. Drawbacks? 
There are but two: the hurtin’ background in 
the Crystal Mines, and the fact that little of all 
those character profiles really shine through... 
Perhaps we’ll learn more in a different form of 
media... f 


Grab a friend and gear up for high powered 
action! Don't grind the gears! 


developer shiny • publisher interplay • available now : page 89 


playstation review 


( m innavRTivE plrv necHRmcs deliver big tidie fur 

■ EDmPLER. R Rim R TED PRLVGDRRL STRUETURES RPIREE 



■ RRVORE UITH R PULSE UJILL PLRV fRORE THRR DREE 

■ ERIE SDURDTRREK FRDPI TDPimV TRLLRRIED 



1 wish n were a tad but i be happier with 2nd 


C i C platform extravaganza. Wildly fun and wickedly innovative. Wild 9 delivers! 




■jfjM 

w 


Ei 










by Dave Rees 


B y all means, Xenogears is a spiritual experience that tests 
boundaries and leaves you almost stunned in its wake. It 
takes you to inexpressible places that you will not soon forget. It 
introduces you to people and personalities that will remain w 
deeply rooted in your mind. It weaves its sights, sounds and dra- 
matic plot line into the recesses of your memory, and becomes a part 
y of you. As if spearheading the maturation process of the videogame, 
% its theme reaches deep into some of life’s most intricate and tee- 
tering of topics: God, the antichrist, religion and the meaning of 
life. Leave it to Square, powered by an impressive develop- ^ 
ment team that includes some of the folks that worked on 
W Chrono Trigger, to bring us such a deep, distinctly 
I polemical game. Leave it to Square to do it with 
I this much affection. 

' The ground that Xenogears covers, its ^ 
sheer length and expansive, twisting plot 
line, is overwhelming at a glance, but it flows 
without so much as a ripple. Not too long after 
it begins, the memories of your first encoun- 
your mishaps in the quaint town of 
Lehan, soon become a faint blur. Events 
that transpire, and the knowledge they 
provide you with are so many in number 
struggle to recall them all. 

But while the game is very long (there is 
upwards of 8o hours of gameplay for 
the hard-core RPG player), it never 
J dares to become long-winded. The 
j J niany dramatic events occur so rapidly 

W .if m '^'^h so little pause in-between, 

^ there is never a need to spend pointless 

f hours powering your characters up. 

— Your purpose is continually defined and 

; fined, the 
truth seems 

W - endlessly 

- uncertain, 

hut one thing 


always clear: the 
world of " 

Xenogears is a 
spectacle of beauty 
filled with many pro- if 

found secrets. f 

Every location in 

Xenogears, including the \ 

towns, dungeons and world 
map, is founded of polygons. ( 

While this has been done 
before, you’ll be hard 
pressed to find 
a more intri- 
cate level of 

detail in both the textures and architecture in 
any game’s world. Visiting the aerial city of 
Shevat for the first time leaves you temporar- 


While the color scheme is sometimes a bit faded, the creatively 
sculpted environs and attention to detail are extraordinary. 


playstation review 


developer square • publisher square/ea • available november ’98 


Sijuare’s next RPG makes a belli statement 








Wonderfiilfyj^'i 


Mid deeply meaningful -JEHlogeafS Is a fine example of an RPG of the *pos. 


hr' 

1 



1 



'a - ^ 

■ 





ily breathless: Clouds kiss you as you cross the town’s 
dangerously narrow bridges, ride its elevators and leap 
onto platforms to reach its scenic heights. A stunning 
palace of steel and concrete rests at its heart. The habi- 
tat of Nisan is peaceful in its earthy appeal: A luxuriant 
chapel textured to a surprising level of detail is perched 
atop a nearby mountain. Mysteriously cloaked until 
close to the end of disc i, the advanced city of Solaris is 
a skyward metallic nightmare in disguise: Huge process- 
ing plants employ complex machinery that hide a terrify- 
ing secret. And while traveling between these wondrous 
places, you’ll soar the skies in an airship, ride a motorcy- 
cle across sand dunes, glide through sand and water in 
a huge submarine, and stomp across the seamless land- 
scape in your gear -- all depicted on an FFVII- style polyg- 
onal map. 

Deviating from the norm in a big way, Xenogears* bat- 
tle system is highly innovative and exceptionally diverse. 
In fact, the game has three distinct modes of battle: turn- 
based while on foot, turn-based while controlling your 
gear (giant mechs), and real-time while controlling your 


gear, which is much like Destrega (see pg. 82). On top of 
the traditional spell-casting and items, the turn-based 
combat methods, both on foot and while in your gear, rely 
on a clever system of points for each strike. Upon using 
the various physical attacks (strong, medium or weak) 
your character will build combat experience and eventu- 
ally learn combos similar to a fighting game. Each mode 
has its distinctions, all have many options and prove to 
be great fun. 

The best way to judge the overall value of a role-play- 
ing game is to ask yourself, in hindsight, whether the 
game moved you. Whether you felt involved in the plot, or 
if you cared about the characters as they faced death. Did 
you feel saddened when someone died, elated when a 
victory was won, or shocked when you first learned that a 
friend was actually a traitor. Ask me and 1 would say a 
resounding “yes” to all of the above. Xenogears comes 
viciously close to matching the splendor of FFVII. Q 









A BUG^S LIFE 

DEVELOPER: TRAVELER’S TALES PUBLISHER: SONY AVAILABLE: NOW 

It may be junk to you or me, but to Flik, 
the ant in A Bug’s Life, a few discarded 
decks of cards, scattered aluminum cans 
and old soda bottles are the landscape to 
a city a treacherous, intricate, finely real- 
ized city at that. In fact, every level in this 
game, which is based on the Disney/Pixar 
upcoming feature film, is an excellent 
achievement in design and imagination. 

Roaming his huge, interesting world of 
dried-up river beds, twilight mountain ranges and underground caverns, Flik does what in essence any good 
character in a 3D adventure game should: makes a lot of jumps over a lot of cracks and ledges, stomps and 
shoots the enemy with powered-up bug juice, uses his head to navigate his expansive world full of obstructions 
and mazes. Much larger bugs such as worms, beetles, and wasps as well as an occasional animal predator serve 
as Flik’s torment in his journey, and like the miniature world they populate, all are sharply designed, entertain- 
ing us with the convincing plight of such a tiny creature. 

Riding along with the excellent, imaginative visuals, creative gameplay touches give the trip longevity. Action 
is fairly simple and mechanical, but the system of growing plants to reach higher ground is where the fun real- 
ly surfaces. There is no single area in which the game breaks away to become anything special, but with an 
exceptional theme and stellar music, A Bug’s Life is a pleasant surprise. ^ 






LUCKY LUKE 

DEVELOPER: INPOGRAMES PUBU8HEN: OCEAN MVAIIMU: NOW 







And now for something completely different... PlayStation 
gamers with 20 bills on hand and a hankerin’ for some old- 
school-meets-new-school-meets-playskool gaming are in luck! 
Presenting Infogrames rootin’ tootin’ zD-in-sD Lucky Luke. After 
reading the release that came with Luke, announcing the low 
price and young target demographic, I held little hope as I fired 
up the game. I was pleasantly surprised, however, to find a for- 
midable old-school side scroller on hand. Initially, Luke tends to 
mosey a bit, as he ricochets shots from his pistol to take out the 
bad guys in the background, but soon you find yourself riding 
Luke’s trusty steed aside a speeding train, riding the train, and 
then moving into and out of the playfields during some mild but 
entertaining platform and maze gameplay. Ultimately, you’ll face 
quick-draw gun fights, high-stakes card games, and mine-shaft 
rail-car races reminiscent ok Indiana Jones. Graphically the polyg- 
onal landscapes are assembled quite well, and, although tongue- 
in-cheek, the hokey western tunes fit like a glove. The whole 


game has a great cartoon look and feel and 
even a host of real-time cinemas to tie it all together. Intense 
high-speed action this ain’t, but for a laid-back hoot through the 
wild west, or, as an appetizer for new gamers. Lucky Luke hits the 
bull’s-eye. Happy Trails! f 













NINJA 




Dreamcast 


PlayStation 


B ^ 


DEVELOPER: CORE PUOLISHER: EIDOS AVAILABLE: NOW 

I first played Ninja back in 1996 before Core and Eidos joined forces, which gives you an idea of how long the 
game has been rattling around. When you’ve got a hot property like Lara Croft in your midst, I suppose a game 
like Ninja is bound to take a back seat, but after many a sorry looking early versions. I’m happy to report that 
Ninja has turned out to be a very good game. Its saving graces are its diversity, classic play mechanics mixed 
with polygonal environments, excellent lighting, high-dollar CG, and quality soundtrack. Success in Ninja 
revolves around mastering the terrain and the many pitfalls that lie within. The more you master your Ninja, the 
easier conquering the vast levels becomes. Once you find a finely crafted sword or scepter, you can carry it 
through levels, and as long as you don’t die, you’re an owner. Certain weapons mow down enemies in one hit 
that would otherwise take several blows to put down, so holding onto weapons is key. 

Ninja’s not solely about combat, however. Much of the game is spent 
searching for hidden goods like money and food and keys to 
unlock gates that block your path. You’ll need a lot of coins 
for the shop to purchase items such as extra lives and 
smoke bombs from the toothless old fart that runs the 
joint. There are also quite a few platforming elements in 
Ninja and, as you can see, some pretty nasty bosses, of 
which 1 suggest you save your powerful magic (which 
grows with experience) for. While quite enjoyable. Ninja’s 
biggest obstacle may be overcoming its own drawn-out 
gestation period. Otherwise, it is most desirable, f 







Q I 


oe s 

^ I 

§ I 


This game is sacri- 
lege. I have always been 
a HUGE Bomberman fan, 
and I continue to support 
the series even as it goes 
through various transfor- 
mations. The N64 
Somber games I can han- 
dle. Bomberman Fight is 
pretty good, too. 

Sometimes, however, my 
charity and understand- 
ing can go no farther: The buck 
stops at Bomberman World. 

Trounced by the japanese press 
and consequently marred by poor 
sales, BW is a bad dream for 
Bomberman fans everywhere. 

Poorly animated rendered 
bombers? No thank you. Bomber 
games look great when hand 
drawn with sprites, and the char- 
acters and worlds tend to lend themselves well to polygons, but not crappy 
renders. The next atrocity: Isometric environments. What the heck was 
Hudson thinking? The stages look awful and don’t play well at all thanks to 
the limited view and design. What really lets me down, however, is the fact 

that BW contains all the 
modes, cool music, and multi- 
action that we’ve come 
to expect in a Bomberman title. 
These familiar features are 
unfortunately stuck in a poorly 
conceived game. As a devout 
fan of the series. I’ll go as far as 










all-format reviews page 94 

III 


B. 1 


F; NOW 

Quake 2 receives its second jumper shot of 
longevity from Rogue. The second mission pack 
adds new weapons, monsters, Al, and twisted 
death-match levels. 

The obligatory additions included in an expan- 
sion pack, such as powered-up versions of familiar 
beasts and new introductions to the Strogg Wild 
Mutant Park, create a challenging roster of FPS 
adversaries. In addition, the Al of all enemies has 
been tweaked a bit to enable running and ducking 
shots from the Guards and the ability for 
Berserkers to hop atop crates during their instinc- 
tually relentless pursuits. 

Unfortunately the levels aren’t that interesting 
and a problematic element was added: annoying- 
ly accurate and well-armed spherical pests in the form of wall-mounted turrets. Small and stupid 
but dangerous and tediously difficult to destroy, turrets (especially the rocket-equipped variation) 
are better left in operation if you wish to succeed in your mission. This became an unpleasant test 
of will for me, and took away from the overall single-player experience. 

As always. Death Match is a fabulous fragfest filled with glorious gibs. The new spheres add to 
the deadly game of skill, but the additional weapons are mediocre, and the multiplayer maps, 
much like the package in general, falls 
noticeably below the quality of Xatrix’s 
Mission Pack #1. @ 




Utster 

'T...P«rv*rt?? 

tn you calling m a pervert? 


How much importance do you 
place on a game’s graphics? That’s 
the question you must ask your- 
self as you look at Brigandine, 

Atlus’ new turn-based strategy 
title. If graphics are low on your 
list and you like the genre, this 
mostly 16-bit looking title can pro- 
vide its fair share of fun. 

In Brigandine, you’re battling 
for control of Forsena. As the game begins, you’re given a choice of one of 
four domains and personas: Leonia and Lyonesse, Norgard and Vaynard, 
New Almekia and Lance, and Caerleon and Cai. Each offers a unique con 
quest and set of lead characters to guide you through your quest for domi 
nation. Starting from a fixed number of knights and castles (or domains) 
you’ll organize troops, summon monsters, and mount attacks on neighbor- 
ing forces as you attempt to spread your power throughout Forsena. 

The overworld map where troop movement is handled is no more than a 
Mode-7-type flat plane with little colored flags denoting different domains. 

Once a battle begins, a slightly more 
detailed flat plane becomes the backdrop 
and you’ll move your troops in a turn- 
based fashion over a typical hex grid. 
Once two opposing units encounter each 
other, a real-time engine takes over and 
renders the battle with first-generation 3D 
results. These graphics are not sloppy or ill 
conceived in any way, they just lack the 
sparkle one would expect this late in the 
32-bit game. 

But if graphics aren’t that important to 
you, there’s decent, japanese-style turn- 
based strategy here. I had fun with it, but 
once I turned off the battle scenes for 
speed’s sake, I could very well have been 
playing a 16-bit game. Provisionally recom- 
mended. 





package 


4. 


Dragonseeds is a Monster 
Rancher/Tamagotchi-type 
game, but don’t let that turn 
you away. You see, the U.S. 
absolutely destroyed the whole 
electronic pet phenomenon in a 
matter of one shopping season, 
and many of us are completely 
burnt-out on the concept. The 
truth of the matter is that half of 
crap you may have seen or 

i/ed (not including Monster Rancher- that was pretty good) was uninspir- 
ing garbage designed to ride the bandwagon all the way to profit town. 
Personally, I’m only attracted to these monster breeding sims when the whole 
is tight, creative, and easy to navigate. Dragonseeds is one such 
game. For starters, the menus are comprehensive and blessed with excellent 
music. Creating (or “Cloning”) monsters is a cinch: You can store loads of 
:reatures at the Biobank, and training and equipping them is no prob- 
lem. There’s also some interesting options around town, besides shops and 
training facilities. For example, once your creature’s life cycle approaches 
expiration, you may generously release It into the wild to die among its kind 
instead of destroying it. Ideas such as the one I’ve just described combined 
with Dragonseeds’ unique background story give it a decidedly darker edge 
than most of the sugar-coated games in the genre. You’ll be pleased to hear 

that once you’re through with all 
the preparations, the fighting 
itself is pretty fun; it’s beyond 
simplistic, and yet it requires a 
decent amount of strategy. The 
polygonal fighting scenes look 
O.K., and most of the artwork in 
the game is detailed, 
Dragonseeds is above average 
and very playable, especially if 
you start pitting your beasts 
against a friend’s in the v.s. 
mode (via memory cards). ^ 













Rom 


Dreamcast 








I love a game that can make 
my heart beat a little bit faster, 
give me a quick rush of adrena- 
line in a precarious situation. 

The Fifth Element accomplish- 
es this in a big way in a scene in 
which Lee Loo, the alien beauty 
seen in the film from which the 
game is based, must run along 
a network of narrow beams 
that support a sky tram at ver- 
tiginous heights. In the hazy 
distance, flying taxis zip around ledges protruding from explorable apartment 
buildings that extend into the clouds. It’s a great level. 

\f Fifth Element \Nere more technically savvy, a truly excellent game would be 
at hand: level layout is top-notch, sound and music are strong, exploration- and 
action-based missions never fail to entertain, the atmosphere is rich. Lee Loo, 
who employs primarily hand-to-hand combat, and Korben Dallas, who deals 
with the heavier shooting aspects of the game, alternate mission tasks through 
futuristic levels set against backdrops of several distinct locations, including 
Egyption temples, a floating vacation spot, and the office halls of a future New 
York. The parallels to the film are channeled well into Fifth Element, and there 
is a driving force to the game that can be enticing. But despite the many fine 
aspects supporting every level, the glossy finish needed to underpin the adven- 
ture has been reduced to a rough interpretation of locales from the film-and 
the game fails to reach a higher peak as a result. ‘W 


Scottish developers 
VIS Interactive have cre- 
ated a very weird col- 
lecting/shooting game 
in the form of Hedz. The 
idea is that aliens have 
been abducting people 
from Earth and removing 
their heads. You are an 
alien headhunter partic- 
ipating in a competition 
to see who can collect 

the most “hedz.” There are i 

225 different hedz to col- 
lect, over four different 
asteroid worlds, each con- 
taining five Dans (levels). 

The game plays well In a 
rather basic 3D environ- 
ment, but the control Is 
good and the addictive 
quality of collecting the 
hedz is fairly strong. You 

can battle with five hedz at ' 

a time, and they each have different abilities such as flying, bombs, machine 
guns and even guitar shockwaves! Featuring online multiplayer action, this 
cool, bizarre title deserves a look if you are seeking a new experience. Now 
then, where did that Elvis head go? JjJ 


PliySlatlon 




i 


Q. 



4 - 

PtoyStatlon 

c 





Tecmo have always put out 
interesting games, and here we 
have a sequel to Deception, one 
of their more unique offerings. 

Kagero: Deception ll attempts 
to put more of a simple, action 
spin on the trap setting antics of 
the original, no doubt in a calctr- 
lated attempt to attract new 
gamers to the admittedly off- 
beat series. 

As in the first game, your goal is 
to lure victims into traps that you’ve 
set up from room to room. The 
biggest difference here is that you 
now play from a third-person per- 
spective. From a selection of 
upgradeable traps, you choose 
three unique floor, ceiling, and wall 
traps that can then be set up any- 
where within a room. You can be as 
clever or a straightforward as you like with trap placement. Unfortunately, it’s 
a small problem that you don’t have to be overly clever, and the game ends 
up being a little easy, especially in comparison to the first. 

Kagero is not for everyone, just as its precursor was not, but there’s a good 
concept hidden behind the uninspired graphics and control. Trapping some 
poor bastard in a devious 
multi-hit trap setup is deli- 
ciously evil in its execution - 
for a time at least. Fans of the 
first may be disappointed 
with Kagero’s ease and com- 
parative simplification, but for 
others, this unique melding of 
action and almost free-form 


puzzle solving might prove 
entertaining. =1= 



<4 

PlaySldllon 




Once in a while, a 
game sprouts up out of 
nowhere and makes you 
stop and think. Mr. 

Domino is one of those 
games. Created by the 
Japanese company 
Artdink (makers of surre- 
al titles such as The 
Aquanaut’s Holiday and 
Tail of the Sun), Mr. 

Domino is a charming 
puzzle/racing game that 
puts you in control of one of 
many different domino-shaped 
creatures. You have to guide your 
domino-man through obstacle- 
laden courses while laying domi- 
nos behind you. The idea is to set 
up a cascade of dominos that will 
trigger switches when knocked 
over. Not as easy as 
but thanks to a good 
method and really cool environ- 
ments, it is really good fun. Mr. Domino is a fantastically original game, and 
these days, this is a rare and beautiful thing. JtS 











g When an airship trans- 
^ ^ porting a magical life-sav- 
™ S ing pearl crashes on the 
® 5 gi'ounds of a mysterious, 

2 foreboding tower, the crew 
^ members must set out to 
g locate several canisters of 
g a helium-like gas to inflate 
5 the enormous balloon of 
^ their disabled vessel. 

§ Fortunately, everyone in 
g the O.D.T. universe follows 
5 :^ the same technological arc and keeps stockpiles of the gas lying around. So 
^ off we go to confront the variety of tall, slender aliens and lumbering 
2 mechanical creatures (the one ray of light in an otherwise black hole of a 
^ game) inhabiting the decaying tower of cold concrete and steel. 

^ Things get complicated when the captain forgets that when all alone bad 
things happen, and he sends away his crew so that an alien can come by and 
kidnap him. The pearl is lost, and our mission becomes even more complex: 
now we must also find the pearl and shards of its container, which means we 
must travel even deeper into the dull rooms of the tower to gain additional 
inconsequential experience for our quasi-RPG characters, struggle even 
more with the controls, see the questionable gameplay and screen-turning 
presentation become even more of an annoyance, and take time to find 
another CD to put in the stereo to replace the in-game music and attempt to 
lessen the numbing ineptitude of 
the game. ^ 





Qg I It’s time to polish your trusty 
cue and enter the smoky, seedy 
iS| ^ world of pool hustling with 
SQS Activision’s latest 3D pool sim. 

5 I As you aspire to become the 
^ ultimate pool shark on the cir- 
^ S cuit, you have to start at the 
^ S bottom with a limited amount of 
^ g cash and slowly work your way 
i up by beating down the pros. 

^ Fortunately, the game has great 
g physics and a cool 3D engine, so 
^ after making use of the Practice 
55 mode, you will soon be sinking the 
5 8-ball and start reaping in the 
S cash. Different modes of play 
include a Trick Shot mode allowing 
you to practice some truly outra- 
geous moves to impress your 
friends with. Master the backspin, 

English and Masse techniques in 
order to really rub their noses in 

the dirt. A 2-player mode gives you the opportunity to slap down a human 
opponent, while the Story mode guides you through the underworld chal- 
lenges of modern day pool hustling. Pool Hustler is a great little game, and 
if potting shiny bails appeals, then 
check it out right now! Ju£ 


<4 

PlayStation 

c 




A racing game can get 
away with more than it 
should if it speeds by at a 
beguiling 60 frames per 
second. If not for its fast 
tracks. Running Wild 
would fall sharply in its 
attempt at inviting players 
into its cartoon racing cir- 
cuit, but because it can be 

somewhat exciting taking 

the steep, winding courses at such convincing speeds, there are moments 
when the game pretends to be better than it really is. 

But the truth is uncovered quickly. Take a run in the more difficult setting, 
and the shallow racing becomes more detrimental as it is attacked by oppo- 
nents who enjoy displaying extraordinary feats of racing you could only 
dream of. And if you find the thought of relying on limited, innocuous 
powerups instead of skillful racing to beat your animal opponents to the fin- 
ish line. Running Wild will only present you with a more intense annoyance. 

Taking place over sheer mountains 
of ice and lava, through whimsical city 
streets, thorn-infested deserts and 
water-soaked jungles, the racing, which 
is done on foot, is heavily dependent 
upon the avoidance of environmental 
hazards: incessant jumps over and 
around obstacles such as fire, torna- 
does, brush patches, and anything else 
indigenous to the courses is the only 
path to victory. This takes Running Wild 
ith the reflexes, 




cess in the U.S. as in Europe, but this can 
be attributed to the fact that most U.S. 
gamers were weaned on consoles and not 
on the old-school home computers of the 
eighties. A great challenge and worthy of 
many hours of your time. JiS 


If 

CO 

Si 


Originally 
released under the 
UK Firebird label on 
the Commodore 64 
in the mid ’80s, The 
Sentinel took 
Europe by storm, as 
Geoff Crammond’s 
bizarre and surreal 
strategy game total- 
ly hooked the first 
wave of true 
gamers. Over a 
decade later, utilizing the enor- 
mous technological advances, 
Psygnosis saw fit to remake the 
game for PC and PlayStation plat- 
forms. The gameplay remains 
exactly the same, seeing the play- 
er desperately trying to move 
from low ground to a higher van- 
tage point than the omnipotent 
Sentinel in order to absorb its 
physical form and proceed to the 
next fractal-generated landscape. 
It has not enjoyed as much sue- 


















WayStatior^BDrean^^ 


Early Soldiers, 

find your character 
faced with a daunting jump to 
a tree branch well into the dis- 

hanging above lake |H 

of slime. The jump is seeming- 
ly the colli- 

inexcusably poor 
and the field of depth so arti- 
ficially manipulated that the 
distance is basically cut in 
half. When the jump is actual- 
ly made, the character incredulously hangs onto the very bottom of the thick 
branch, exhibiting a feat of dexterity not even a cat could accomplish. This is 
only one example of the incompetence that grows up like a patch of thorns, 
squeezing out any life the game might have been able to express. 

The collision, which rivals some of the worst displayed in a 32-bit title, is 
not even the game’s fatal flaw; there are a number of dents that by themselves 
are annoying problems but when added up completely total the project: A 
sheet of blackness is right in front of your face no matter where you turn; the 
control feels like the character is tethered to a wire fixed at the center of the 
constantly rotating screen; enemies exhibit such inane movements they 
become annoying distractions in a game where action is the foundation; level 
design is mechanical, gravely simple, an afterthought in design. Whatever 
copies of SS are left over from deplorable brand-power sales can be dropped 
into the movie-to-game-translation landfill. ^ 




c. 


The parade of unspectac- 
ular American titles contin- 
ues with SingleTrac’s latest. 

Streak. This futuristic racer 
based around Back to the 
FutureAsh hoverboards has 
some good ideas lurking 
about, but the rough presen- 
tation and overall lack of 
refinement get in the way of 
what could have been a 
more impressive experience. 

It’s not for a lack of trying on I 
SingleTrac’s part. The wildly varied 
courses are brimming with move- 
ment and interesting scenery, while 
the gameplay benefits from some 
clever touches. For instance, per- 
forming tricks during a race earns 
you extra speed. Pulling off moves 
builds up a confidence meter that 

has a direct relation to your charac- I 

ter’s performance. Wipeout and your confidence and performance drop. 
Unfortunately, the pop-up-masking, twisting and turning courses make this a 
bit more of a chore than it needs to be for optimum fun. While some may find 
this challenging, most will probably find it frustrating, and rightly so. Also, the 
frame rate is inconsistent and there are some z-buffering problems, which 
isn’t too surprising considering the expan- 
siveness of some of the courses, but it 
remains distracting. 

Otherwise, the game’s up to spec with a 
good two-player split screen and the always 
classy link-up mode on tap. There’s a good 
sense of speed to be had at times in Streak 
as well. It’s just too bad that the core game- 
play falls flat due to a conspicuous lack of 
polish. 


Si ui 

§3 


si 

•Si 

Vj.x- 





sl 




Test Drive 5 is almost in 
the same league as Need 
For Speed 3. This, in effect, 
puts it out of the league of 
Gran Turismo. This is a 
good base for comparison, 
as most of you have played 
one of these games before. 

TD 5 has an excellent envi- 
ronment engine, especially 
true for the vast streaming 
courses. The levels still pop 
in a little, but you’ll be astound- 
ed at times by the deeply con- 
structed roadside panorama. 

The car models look excellent, 
reinforced by quality details like 
reflections over the windshields. 

Unfortunately, for all these fine 
details, a couple of glaring omis- 
sions tend to frustrate me eas- 
ily each time I play. First, 
there’s no custom control 
option, just the pre-sets given. I’m living proof that they haven’t given play- 
ers every desirable configuration, because I can’t find the one I need. 
Secondly, they’ve left out a Restart Race option in the pause menu. Why?! I 
hate reloading the freaking tracks after 
I’ve screwed up! Well, except for these 
two flaws, TD 5 has a bunch of cool 
race modes (like Drag Racing and Cup 
an awesome two-player mode, 
good track design. Also, the 
is realistic and very respon- 
and the inclusion of plenty of traf- 
a healthy dose of chaos to the 
gameplay. Definitely recommended. ^ 


B 




As the sole pool title on 
N64, Virtual Pool could have 
been crap and still have been 
the best pool game on the 
system. Thankfully, it’s far 
from that, and stands as a 
fine conversion of the popu- 
lar PC title. Not that this is 
likely to set too many peo- 
ple’s hearts aflutter, but 
there’s no denying that this Is 
a great playing, great looking game of pool. 

For those with a taste for more than the standard eight ball, nine other 
styles of billiards are on hand: 8 Ball, 9 Ball, Straight Pool, One Pocket, and 
others. Even regional rule sets are implemented, so you can check out 
American Bar, English Pub, or APA rules. Also, everything is highly configurable 
- you can alter the speed of the table and even its color and pocket size. 

With only a simple room and 
table with some balls to render, 
the developers have blessed 
Virtual Pool with a great looking 
resolution. With apologies, the 
balls in this game look great, and 
in conjunction with the realistic 
physics, have a tangible sense of 
reality. As you move the camera 
around the table to line up a shot, 
you’re treated to a wonderfully 
solid 3D presentation. 

While the lack of any on-screen 
characters makes the game feel a 
little cold, you can’t really fault 
the rest of Virtual Pool in its exe- 
cution. If you want a pool game 
for your N64, this is your only 
choice, and it’s a good one. s|c 


















PlayStation 




e X c 
H H ‘ 


The Only 
Official Strategy Guide f or 

Aku ji th e Heartless! 

On sale Noveniher 1998 


Call f or pre-hook special! 


Possess 


.Trr 




To order, call: 1. 800.691. 788B miLLENNIUm 

P I’ I? L 1 C /V T I O N S IN C 



[PROMOTIONAL CONTEST] 





wanna wm some seriously cool stuff? 


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entered into the “Psybadek Sweepstakes.^ The Grand 
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JOYRIDE 15S 










T he sport of tennis is set to receive its first 
“true to life” simulation on the N64 and 
PlayStation this fall with UbiSoft’s All Star Tennis 
*99. Featuring eight international tennis jugger- 
nauts - Michael Chang, jana Novotna, jonas 
Bjorkman, Amanda Coetzer, Richard Krajicek, 
Gustavo Kuerten, Philippoussis - and authentic 
rendered courts - Wimbledon, Mediterranean, 
California, Paris, Rome, Saudi Arabia, Tokyo and 
Sydney - there will be no doubt about the 
game’s appeal to the loyal tennis fan. But its 
playability is what might push it over the top. 
Capturing the individuality of each superstar 
was a priority of UbiSoft. 

in reality, not one player exudes the same pas- 
sion on the court. Michael Chang and Conchita 
Martinez are both relentless players, and both 
display their signature shots. This sentiment is 
echoed in the game, as the characters will have 
unique moves and distinct A1 that reflect their 
playing styles. But while the game focuses on 
providing a real simulation, those craving an 
arcade experience will not be disappointed at 
all. All-Star Tennis will feature action replays and 
three modes of play - smash, arcade and bomb 
- to spice up the fun factor. 

Overall, All-Star Tennis is looking like it will 
easily be the new pinnacle of console tennis. 


These lovely, sweeping court environ- 
ments will house some of the finest 
names in Tennis. Get ready for highly 
detailed pro players on the PS & N64! 


m-STM 


developerJpublisher: ubisoft 


available: fall 'S8 


While not the most graphically stunning 
title in the genre, NBA Tonight offers sur] 
prisingly solid NBA gameplay. The control 
is right on the money almost every time. 


E SPN Digital’s NBA Tonight forgot the importance of the first impression. The presenta- 
tion isn’t exactly stellar material, just plenty of shameless ESPN plugs everywhere you 
go, and the play-by-play is practically worthless. It’s more like “Coaches Corner” as they 
blather on about anything other than the action at hand. 1 prefer not to have the arena’s his- 
tory described as I slam a fine baseline dunk home, but maybe that’s just me. The pre-game 
part of NBA Tonight is saved by a player introduction sequence backed by good music and 
plenty of mad light sourcing. 

it’s really once you’re at the tipoff that the game’s passing grade is earned. NBA Tonight 
controls really well. It’s a degree of response that 1 haven’t felt in any other basketball game 
this month. An extremely consistent frame rate really helps matters, unlike the noticeable 
chug of many N64 b-ball games. When it runs smoothly and controls well, you start looking 
for ’da big moves because you’re not worrying about the pad anymore. NBA Tonight has 
plenty of quick moves. It’s strange, though: the game has an artificial sensation of speed 
overall. It takes less time to animate and execute a pass or shot than other b-ball games, 
and the speed boost allows for copious amounts of quick scoring. It feels like an arcade 
basketball game that’s trying to be a sim. 

So then it becomes a question of NBA-sim value over fun basketball-game value. Well, I 
might prefer a game like NBA Live '99 because it has great presentation, options, it’s very 
playable, and it feels like you’re playing an official product. NBA Tonight is even more 
playable than Live, but considering what it’s trying to be (read: big-time NBA game). It 
becomes more of a side purchase for multiplayer action later. Real NBA fans might not 
appreciate the unrealistic controls and instant response. 


vailable 


now 


GAMERS' REPUBLIC E £3 □ 2 

f SPORTS 98 







T his is a painfully average basketball game that 
just happens to fill a gap on the N64. The pain 
involves uninspiring gameplay and fluctuating 
frame rates, and the gap filled is licensed college 
basketball, which has yet to be addressed on the 
N64. There is a paltry selection of play modes, and 
several key options are left out. In Season mode, 
for example, you have no way to simulate games 
(to move the season along), so you’re playing the 
game for days just to advance. Sometimes I really 
enjoy the “simulate game” feature In b-ball 
games.. .It gives me an idea of the stats the devel- 
opers have payed attention to. Also, the control is 
mostly sluggish, in part due to the frame rate. In 
part due to poor design. Every player is represent- 
ed well enough, and the presentation is straight 
outta’ Fox Sports (including screen overlays, 
replays, highlights), but the fundamentals aren’t 
addressed very well. If you need a college basket- 
ball game and you have an N64, College Hoops is 
the one and only choice you have. That’s the rea- 
son why I recommend It. 


de¥eloper/publisher: fox sports interactive 


SPORTS ACTIVATED 










H ave EA stumbled a little bit with NHL *99 on 
the PlayStation? Last year's effort was a dra- 
matic improvement over the miserable NHL ’97, 
but it appears that the trend did not quite contin- ^g ^;|i|f| 
ue. Yes, EA have put a tremendous amount of 
effort into perfecting the look of the game, ren- 
dered all of the arenas as seen in the now-famous fly-bys, 
included some clever new modes of play, and improved the Al. 
But for a hockey game to be great, it must have solid control 
and playability. For technical reasons, this is where NHL ’99 
on the PlayStation has slipped a bit. 

I love the sport of hockey, and I greatly appreciate the 
efforts that EA have made in covering all of the bases. The 
inclusion of coaching drills and shootouts is a clever and help- 
ful way to practice, the stats are all here, the options are 
deep, the motion capture is impressive, the checking and 
fighting are solid, and the presentation is second to none. But 
something else is not quite right. 

I appreciate the fact that EA have upped the resolution and 
increased the polygon count; however, it affected the frame 
rate a bit too much. It certainly is acceptable, but not quite as 
good as I had hoped. And what good is every feature, stat, 
and option in the world when the game plays slowly? Too 
many times, I found myself pressing the speed-burst button 
with excessive force (not recommended), trying desperately 
to catch up to the play. Oh well. 

Sure, everything is "in the game" here, and NHL *99 push- 
es the PlayStation harder than any other hockey game has 
before. But perhaps a wee bit too hard. 



Nintendo 64 Version 



W here the PlayStation version falls just shy, NHL '99 for the N64 succeeds 
without question: the frame rate is consistently high, the game never skips 
a beat, and the resolution is sharp. Because of this, the finer details, such as the 
motion captured animations and overall flow of the game are fully realized, leav- 
ing almost nothing to the imagination. Even when the action becomes intense, 
the players gracefully pull off skating maneuvers joined by seamless transitions 
in-between. Forwards to backwards skating, cross-overs, checking, speed bursts 
and stopping (replete with a misty spray of ice) are all emu- 
lated perfectly. While the overall action still suffers from being 
a bit slow (HOCKEY IS A VERY FAST SPORT!), the overall feel- 
ing of NHL '99 on N64 is much more authentic than that of its 
PlayStation counterpart. 

But the N64 version is certainly not flawless. For one, 1 have 
never heard more laughable play-by-play calling in my life. 
Sounding more like a cross between a surfer dude who does- 
n't know when to shut up and an obnoxious radio Dj, the out- 
rageous articulations and ridiculous word usage is exceeding- 
ly annoying. And the Coaching Drill mode is curiously missing 
from the list of game options. It appears that the N64 version 
is not targeted to the serious hockey fan. Too bad, because it 
would have scored higher otherwise. 

Even so, NHL *99 still remains the undeniable champ of 
hockey games on the N64, and if you can get over the ludi- 
crous play calling (turn it off!) and unhurried pace, you can't 
go wrong. 



mntentio bh 


PiBUStation 


I t’s a great day for hockey: NHL ’99 on the PC is perhaps the finest hockey game to 
date - even surpassing the likes of NHL ’94 on the Genesis. What more can be 
said? Every detail is included, every corner is covered, and for the first time, the 3D 
factor does not impede upon the gameplay at all. This game is everything the 
PlayStation version was aspiring to be, and more. 

Perhaps it is because the PC is currently a superior vehicle of gaming, allowing EA 
to focus on the game rather than the technology, that the final product turned out to 
be so phenomenal in so many areas. Every skating motion, play-by-play call, pound- 
ing check, face-off, fight, pass and goal is undeniably beautiful to watch and ulti- 
mately satisfying to execute. 

But beyond its excellent playability and presentation features, the game has one 
feature that cannot be touched by its console siblings. Console sports titles of all 
types have allowed multiple players to enjoy a game on 
the same screen, but with PC networking (and soon 
enough, Dreamcast, so console bigots can relax) each 
player can view the ice from a personal perspective that is 
always fair. It also gives players an opportunity to focus 
on an offensive or defensive play style to greater degree. 

This added dimension, along with the extraordinary detail 
within every aspect of the game, makes it unbeatable. 

NHL ’99 for the PC represents a stunning improvement 
over its predecessor, and while EA have made excellent 
use of PC technology, they have proven that their knowl- 
edge of the great sport of hockey is unsurpassed. 


I HLL VERSmnS RR£ DEEPLV ROOTED TO THE SPORT 
I THE VIS DHL PRESEHTHTtOH HI6HLV EFFEETIVE 




THE PE VERSIOn OVERTHROLJS THE EOTOPETITIOH 
THE PLHVSTHTIOn VERSIOH IS H HIT SLU6BISH 




This is truly a great year for hockey. The evolution of the NHL series is gliding 

STRAIGHT TOWARDS PERFECTION. WHAT WILL THE YEAR 2000 BRING? 









■ mill II II III 


nba IhfelL 


E A Sports’ robust N64 engines have all showcased massive play- 
fields and good frame rates this year, and their capacity for cart 
music and sound has been remarkable. This trend continues in their 
new N64 b-ball title NBA Live ’99, which has fantastic sound and 
graphics right from the start. The pseudo-sampled music is top 
quality, straight-from-the-disc versions. It’s funky stuff, too. Also, 
from the “It’s in the game” screen and onwards, every image that 
meets your stare is high res. It’s a treat to see these crisp 3D images 
on the N64, unlike the slightly filtered blur of other basketball 
games on the system, like College Hoops. 

Beneath the brilliance of these crisp visuals and system-defying 
sounds, there’s also a sweet menu system chock full of cool options 
like Monster Dunking, arcade or sim ball physics, score catch-up, 
and a Create Player mode. In this respect, NBA Live ’99 is the most 
customizable b-ball game on the N64. The gameplay, although not 
as smooth as it should be, is extremely controllable. 1 love the pass- 
ing system whereby teammates are each assigned a button on the 
pad, and the speed boost allows for spectacular plays in the paint. 

One of the strongest points of NBA Live ’99 is its Arcade Mode, 
which is so wide open it approaches NBA Jam. Streaking balls, huge 
dunks, inconsequential penalties, it’s all here (sort of like a free 
mini-game hidden within a simulator). This game’s only real prob- 
lem is slightly lagging controls, probably due to the often twitchy 
animation, which in-turn occurs when the game drops a few frames. 
It’s nothing too severe. Ultimately, EA have crafted an extremely 
attractive, lavishly detailed NBA sim. Their reputation stands. ^ 


on graphics aliaays look great, butitmak^ 01 ^ 
once on the NS4. NBA Live '99 takes ahvkSe: 
e, offering a lush cartriilge presentation. ^ 


UVi 


6RRPHICS RRE OEFIRITELV ROVRREEO FOR THE Rb'I 
EORTROLS RRE mTELUBERT. VET SOIlETimES SLU 6 BISH 


R REROE RULES ROO R LJHOLE RELJ. FUR OlFlERSIOn 
RERLLV BO 00 fOUStE, SPRRSE RUT LJELL-TIPIEO VOIEE 


This 


100% 


NBA 


N64 


irs 


ISA 


WOHTHWHILC 


PURCHASC 


CAST 




=1 


ciHCH. Hopefully EA 


GET 


INTO, 


CUSTOMIZING 


YEAR 











GAMERS' REPUBLIC H tal □ 2 


sports reviews 


I still find myself playing 
1080 and Steep Slope 
Sliders. Owners of either of 
these games can attest to 
their stylish presentation, 
cool tracks, music, and play 
mechanics - everything it 
takes to make a good snow- 
boarding game. While not in 
the same league as both 
these great snowboarding 
titles. Cool Boarders 3 does 
offer a bunch of cool licensed 
products like Burton and 
Swatch boards, other “hip” 
sponsors, and its numerous 
tracks (tracks like Devil’s 
Butt...bah!) contain all the 
required rails, jumps, and 
high-speed corners. CB3 has 
a great 30 fps two-player 
mode, too. There's also fight- 
ing, and with up to four other 
competitors racing alongside 
you, the punches are fre- 
quent and amusing. All good 
- but this game still needs 


comes right down to It, 
there's just not enough fun to 
be had because you never 
feel properly connected to 
the game. Games like this 
are all about control feel, and 
this one's second rate. 


T ime and time again, 
American developers are 
proving that control feel 
ranks far down on the list of 
game design priorities. Case 
In point is Radical's new 
Xtreme snowboarding title. 
Pro Boarder. While the tech- 
nical aspects of this particu- 
lar game are up to snuff 
(most notably In its graphics), 
a decidedly wooden feeling 
mars the vital aspect of con- 
trol. Compared with 
Nintendo's 1080 and, to a 
lesser extent, Sony's Cool 
Boarders series, ProBoarder 
lacks the kind of satisfying 
response required to Inspire 
repeated play. 

On the plus side, the split- 
screen mode works well and 
you can occasionally get 
some sick air. But when It 


flow. Tricks feel twitchy and 
weird (although the power 
meter is decent), rail slides 
look fake and require mini- 
mal effort, and simple carv- 
ing feels artificial. The tracks 
never really evoke a sense of 
jeopardy, which Is important. 
In the end, CB3 is aesthetical- 
ly very solid, but lacks any 
memorable personality. ^ % 


- game’s glaring faults, and 

HHUPB 8J the results make it a favor- 

able choice. 

With a 

Faceoffs biggest advantage 
is realized in speed and 
responsive the 

^ ^ — fastest, smoothest, and 

most playable hockey game 
to date. It just feels like the 
f real thing. This year, icon 

Passing, 989’s revolution- 
ary passing system, throws 
a nasty blow at EA; you can 
now choose a specific play- 

W hile last year’s Faceoff er when on defense. And 

was a huge improve- other than presentation, 

ment over Faceoff ’97, its which doesn’t really matter, 

faulty Al and average pre- Faceoff ’99 pretty much 

sentation was not enough rivals EA’s latest offering in 

to rival the likes of EA’s NHL every category. The war 

’9S. This year, 989 have rages on, but this years’ 

focused on fixing the battle is won by 989. ® 


W hat would a good by using the Messiah 
baseball game be engine to full effect before 
without solid gameplay? VR even Dave Perry and crew 
Sports has addressed this could have a chance to 

age-old requirement first show It off in the game 

and foremost in the design itself! As a result, the char- 

of VR Baseball 2000. acters look incredible. 

They’ve accomplished this Rippling muscles, stupen- 

dous animation, fullv 

' ^ \ accelerated stadium pan- 

ning... this game looks very, 
4 very good. 

^ That’s all nice, but many 

’ game companies can 

^ T achieve visual euphoria. V'/? 

N Z y Baseball 2000 excels due 

y \ to Its great control system 

and vast amount of funda- 
mental season options. 

. This game truly represents 
f the old “pick up and play’’ 

y adage, while delivering a 

V / » ■” I ) quality package of^pro 





r 



\ 

\ Y 



sn SPOAT9 




world republic 


page 106 



A sizeable selection of titles to peruse this month, including that ever-so-important list of Dreamcast titles to purchase. 
Role playing games featuring stunning visuals and even a Bandai fighting game with actual game mechanics - what a month! 


WORLD REPUBLIC PREVIEW • developer RED • publisher ATLUS 

THOUSAND ARMS 



Character design gurus Red and RPG masters Atius team up for a potentially epic title*. 




IMPORT RELEASE SCHEDULE 

PLAYSTATION 


HOVimiR 

Capcom Generation • Capcom 
Another Mind - Square 
Smash Court - Namco 
AOVAN Racing • Atius 
Bu Gi - Konami 
I Boldyland - Bamprest 
PoPologue - SCE 
I Libero Grande - Namco 
G-Police - SCE 

FIFA WORLD CUP ’98 - EA Square 
Vampire Savior EX Edition - Capcom 


MOVFMBfR/OECfMBER 

Wizardry - Locus 
Farlandsaga - TGL 
Shukyugensokyoku • Mediaworks 
Sakura War Graph • Red Company 
Seven Secret Houses - Koei 
Noel - Pioneer LDC 

SEGA DREAMCAST 


NOVEMB£R 

Godzilla Generations - Sega 
Sega Rally 2 - Sega 
Virtua Fighter 3 tb - Sega 
Pen Pen Tri-ice-alon - GE 
July - Forty Five 


DECmBER 


SEGA SATURN 


DECEMBER 

Blue Stinger • Sega 
Geist Force ■ Sega 
Sonic Adventure - Sega 
Last War of Human - Imagineer 
Evolution • Sting 

Seventh Cross • NEC Home Electronics 
Monaco Grand Prix Racing • UBI Soft 


Ridge Racer Type 4 - Namco 
Tamamayu Monogatari - Genki 
Dance Dance Dance - Konami 
Bomberman • Hudson 
Ehrgeiz - Square 

j League Winning Eleven - Konami 
Chocobo 2 - Square 
Tales of Fantasia - Namco 
Genso Suikoden 2 - Koei 
Thousand Arms - Atius 
Street Fighter Zero 3 • Capcom 
Crash Bandicoot 3 • SCE 




R eportedly over three-and-a-half 
years in the making, Atius and Red 
have been pouring their hearts and 
souls into Thousand Arms, an ambi- 
tious RPG undertaking for PlayStation 
due to hit store shelves in Japan this 
December. 

Thousand Arms tells the tale of Myce 
Triumph (voice acted by Yamaguchi 
Kappei, for those who are interested), 
the latest in a long line of spirit black- 
smiths living in the town of Cant. As so 
often happens, the peaceful Cant is 
attacked by the Dianova Empire and 
the Triumph family is scattered to the 
wind. With his home destroyed, Myce 
begins a roving and lost journey until 
he happens upon a beautiful girl 
named Sodina Dornfreed (voice acted 
by Kawaue Tomoko). She has the abil- 
ity to communicate with spirits, and 
together they embark on an epic quest. 

Utilizing a combination of real-time 
3D backdrops and 2D characters, the world of 
Thousand Arms is brought to life. As in almost every 
3D RPG, the free-floating camera can be rotated to 
view the towns and major areas from almost any 
angle, and sometimes takes a life of its own when 
showcasing special 
events, introducing new 
characters, or just 
shows off the amazing 
landscape of the four 
unique countries that 
make up TA: Traggald, 

Miscantonia, Langard, 
and, of course, the 
Dianova Empire. 

The all-important 


battle scenes use what has been dubbed Animation Battle, 
which basically means that your characters remain 2D in the 
battle scenes. You can have up to three members in your party, 
with one of them functioning as the advance guard during bat- 
tle with the other two forming the rear guard. Only the charac- 





( 56(36 




ter in the front can engage in direct 
attack while the two bringing up the 
rear can utilize only magic attacks - a 
novel approach. 

With its lush environments and 
unique looking battle system, the 
fruits of Atius’ and Red’s endeavor 
should no doubt prove rewarding. 
With the growing popularity of the 
genre in the U.S., look forward to more 
coverage as details emerge and a 
Japanese review as its release draws 
near. 


(A) The impressive towns can be viewed 
from any angle. (B) Spells are performed 
in these 3D battle scenes... (A) ...and 
feature some nice effects. (B) 
Conversations with major characters 
have an anime touch. 








page 107 


world republic 


WORLD REPUBLIC REVIEW • developer/publisher TAMSOFT 

KNIGHT & BABY 




Tamsoft try their hand at role-playing and the results are exemplary! Import RPG fans apply within! 






I 


WO«LD«XP 0012.110 orUM 0S0 69 


SATURN REVIEW 

K 

■ COTTON BOOMERANG 


H GAME BY SUCCESS 


Saturn users looking for their last I 



side-scrolling shooter fix, turn 
your attention to sweet little 
Cotton’s final flight on the Saturn. 
The little witch we’ve come to 
know and love will likely show up 
on the Dreamcast sooner or later, 
so you’d better get acquainted 
with Magical Night Dreams Cotton 
Boomerang, the most ambitious 
2D Cotton game to date. You can 
choose three of eight Cotton cast 
members at the outset and then, 
during play, change form to the 
one you deem most appropriate 
for the situation. Beyond this 
interesting mechanic, the shoot- 
ing dynamics have been tweaked 
for optimum resistance, featuring 
8-way firing capability, grab and 
throw techniques, and charging 
maneuvers. Graphically, 
Boomerang is what you’ve come 
to expect from developers Success 
- rich in parallax with convincing 
transparencies, quality animation, 
and big multi-jointed bosses. For 
me personally, the pinnacle of 
Cotton games has always been 
and remains the ultra-hard-to-find 
3D Mega Drive wonder-Cart 
Panorama Cotton, but for 2D 
thrills on the system that does it 
best. I’ll take all the Cotton magic 
they throw my way. C+ 


WORLD REPUBLIC SAYS A beautifully animated, inventive and meticulously detailed RPG from the creators of 
Toshinden. Great characters, and a superb overworld and battle system. K&B has to come out herel" A» 


( wear my affinity for Tamsoft like a flu- 
orescent green polyester leisure suit. 

As the creators of Toshinden and Choro- 
Q - both benchmarks for their time, 

Tamsoft have shown time and again that 
no matter what the genre, they put their 
best foot forward. Similar to many 
prominent developers, Tamsoft brand 
their games distinctly in a fashion that 1 
personally find exceptionally fascinating. 

With an emphasis on tight, buttoned-up 
control, extra polish, and instantly recog- 
nizable musical stylings, they are fast 
becoming one of japan’s premiere devel- 
opers. Knight and Baby further corrobo- 
rates this fact as one of the freshest 
RPGs I’ve played this year. It doesn’t look 
like anything else but it plays like the 
best of the breed. The moment the 
opening cinema begins to unfurl you 
know you’re in for a great ride filled with 
interesting characters and top-notch production qualities. 

The game has a very crisp and clean look and feel. There 
are no sloppy seams or textures anywhere - quite remark- 
able taking into account you can spin the map at anytime 
for the appropriate perspective. The color palette is also 
much to my liking, for even in dank areas, the colors are 


instantly recognizable (and user friendly) interface. The 
only problems you’re bound to experience, playing sans the 
ability to understand Japanese, will be event based. The 
standard rules apply: talk to everybody you can, explore all 
open areas, and look for evolving characters in the text 
when talking to someone you’ve already spoken to. 1 got 


vibrant and befitting of the locale. And, of course, it goes 
without saying that the character design is masterful. Love 
it or leave it (1 love it), it is distinctly unique for a Japanese- 
bred game. Most of you, sadly, will never see Knight and 
Baby in motion (although 1 plan to run it by every compa- 
ny I possibly can) but those of you who dare to traverse 
the inner workings of an import RPG will be amazed by the 
fluid animation of the characters in the overworld and the 
amazing attention to detail throughout. The closest com- 
parison 1 can draw in terms of the battle engine would be 
to Wild Arms, as it exhibits similar viewpoints and an 


through the first two chapters rather simply and 1 don’t 
understand a lick of Japanese. It isn’t often these days that 
I’ll dedicate the time needed to complete a Japanese RPG, 
but I plan to enjoy every second of Knight and Baby. 

If you buy import RPGs, this should be your next pur- 
chase. Knight and Baby came in just two days before press 
time and my plate was already full, so 1 only had a couple 
of hours to enjoy it before writing this. Based on that short 
time my score falls just short of an A, although 1 am admit- 
tedly somewhat jaded in this case. Must be the suit. Is it the 
suit? f 


(F) The battles in K&B are 
extremely user friendly and 
like Wild Arms, feature mul- 
tiple camera views. (G) 
Baby casts a healing spell. 


(A) K&B*s dungeons are vast cham- 
bers. (B) Biby heads home after 
your first encounter.(Q An under- 
ground city hidden deep within the 
first labyrinth (D) An Inn just when 
you need it! (£) Whatever it was, !*m 
glad it’s dead! 











world republic 


page 108 


WORLD RIPUBLIC REVIEW • developer/publisher PRISM ARTS • available in japan NOW 

RALLY DE AFRICA 




Prism Arts surprising new rally game may just be the playstation's best! 








PLAYSTATION PREVIEW 


DANCE, DANCE, DANCE 


KCE Shinjuku are busting out 
some killer grooves of their own, 
in the shape of the forthcoming 
Dance! Dance! Dance! Although 
firmly rooted in the Bust a Move 
style, a differing play system 
allows a little more depth this time 
around. You can make your char- 
acter dance anytime you want by 
entering commands as well as 
changing the music to a CD of your 
own choosing. However, the main 
feature is that you star as Subaru 
in a story mode to find the 
“secrets of dancing.” Various 
characters divulge information 
before you tackle each “dance 
master” of a particular style. More 
points are awarded if you can do 
combination dance techniques, 
and by dancing precisely 


Cheese fighting reaches new heights. Enjoy bout after bout of pure Japanese monster karate! 

B ack in the ’70s, before Power Rangers 
and around about the time we were all 
watching Hong Kong Phooey, the Japanese 
were raving over men clad in lucre body suits 
and luminous rain boots who engaged in 

mock martial arts battles. Rubber-masked 

foes known as Cactus Man and Parrot Man 
clashed with Hiroshi Fujioka (who now plays 
Segata Sanshiro in the Japanese Sega Saturn 
commercials), producing Chuck Norris-quali- 
ty kicks (i.e. almost never over knee height) 
to the tune of what can only be described as “Ennio 
Morricone meets the Beach Boys after a run-in with Lalo 
Schifrin." 

Now transcribe these elements into a fighting game 
with a Tekken 3 engine (complete with hit explosions. 


moves and backgrounds exactly like the Namco fight 
fest), a couple of Story modes that have you clad in full 
’70s polyester suits and sideburns, ready to roundhouse 
half a dozen “ninja” guards before you transform into the 
Masked Rider and defend yourself against your hated 
enemy ("Frog Man!" "Beehive Head Man!" "Man- 
with-yellow-rubber-boots-and-giant-Maggot-head 
Man!"). A high-camp clone of Tekken 3, there are 
dozens of humorous touches, numerous juggle 
combos, hilarious music and sound effects, and 
even an interactive “sticker” collection that you 
add to after you uncover more of the game’s 
secrets. No wonder this is taking Japan by storm; 
this is one Bandai translation like none before. It 
actually couples high intensity 70s japan pop cul- 
ture with actual gameplay. A must buy. 9 * 


(A) Select classic Rider characters or foes. Hidden 
creatures become available when you beat certain 
modes. (B) Prove your superiority to the evil organi- 
zation by defeating other villains. (C) Practice mode 
delivers the usual features. (D) Battle multiple foes in 
the Story mode. 


H ow on earth can anyone justify the purchase of another rally game, let alone an 
import? Well, I suppose that depends on how many you currently own, or how 
much of a racing fan you are. For those of you who’ll take a spin whenever a quality 
racer presents itself, or if you dug Sega Rally but never owned a Saturn, have a look at 
Prism Arts’ Rally De Africa 1998, an unexpectedly strong entry into the category. 

This well-rounded racer comes to us with three classes: K, A, and S, with four cars in 
each. K class takes you through a three-race series, A class around four tracks, and S 
class features all five courses. Locations include the scenic Lake Victoria, architec- 
turally rich Casablanca, a serene, ash-laden Kilimanjaro, coastal Drakar, and the 
rugged Congo. Before each race you can toggle your musical selections (including such 
instant classics as “Fullspeed Ostrich”) and then, as the rally commences, choose from the dreaded hood cam or my per- 
sonal fave, the tried and true (but seldom fully realized) 3rd-person cam. Don’t ask me who Prism Arts is, but De Africa 

has a solid 3D engine with very minimal clipping and visible seams, splendid 
physics, and excellent car models. The balance is spot on as well. It’s as if these 
guys were veterans of the genre. In fact. I’m hard pressed to conjure memories of a 
better off-road racer on the PS. One gets a truly fluid, absorbing feel (dual shock in 
hand) as the cars softly weave their way around the tracks, each feeling as it should 
in contrast to respective body style, speed, and attributes. A real surprise! 1 only 
wish the game had Gran Torismo-Wke staying power. That aside, this is an import 
racer no genre fiend should be without. A highly recommended purchase, f 


WORLD REPUBLIC SAYS "The fact that I had no expectations made Africa De Rally all the 

sv^eeter. A formidable entry into a PS genre bathed in mediocrity." B 


W Realistic feeling suspension 
insures a safe landing, so fly the 
African skies! (B) Sega Rally style 
replays allow you to view the 
action from four vantage points! 


WORLD REPUBLIC REVIEW • developer KAZE • publisher BANDAI • available in japan NOW 


MASKED RIDER 


WORLD REPUBLIC SAYS "Superbly comical with super slo-mo karate action. Crazy costumed characters 
and a nifty fighting engine add extra polish. Not a Tekken beater but just as enjoyable." B+ 


Hm-.mssMAlly D§ Africa^^Prism Arts. 1998. Masked Rider €) Bandai. 1998. Dance, Dance, Dance ® Konami. 1998. 







page 109 


ivo/'/cy republic 



Classic arcade action is propelled into the '90s with Arthur and friends. Enjoy these timeless classics once again. 



the all-important game tips. Being pixel -perfect conversions of 
the originals enables new gamers to revel in the heady aroma of 
such classics, so with this said, I await future volumes from 
Capcom with much excitement. SJ 


fectly. The first thing you notice is just how incredibly challenging 
the games are. The initial difficulty will be a sharp reminder for 
older gamers of just how tough those old arcade classics really 
were. With cruel midway points, relentless bosses and insane 
time limits, you will soon be wondering 
how you ever completed them back in the 
day! Ghosts and Goblins remains a superb \ 


(A) Ghosts and Goblins was the one that 
kicked it all off (B) Arthur prepares to nuke a 
bunch of undead reapers with his golden 
armor powerup (C) Super Ghouls and Ghosts 
appeared on SNES but was still awesome! 


Search for sunken treasure in Konami's underwater exploration game 

■y he tale of Titanic seems to be spawning a shoal 
I of underwater exploration games, and Dolphin’s 
yni Dream could be the best so far. You are young, 

trea- 

PNT sures the Gigantic 

lUj^L Matilda. You by recovering 

from the ocean floor caverns. 

By selling the treasures you find, you can afford to 
buy items such as harpoons, wet suits, oxygen tanks 
and even underwater mobile vehicles. The game has 

totally subtle sound- 

reasonably graphics. 

Sometimes the graphics engine struggles with map- 
ping and clipping but these are small discrepancies 
- especially when you are caught in an underground 

current that sends your body spinning out of control, *' - ' 

^^^PHB^and you wind up in a chamber swimming with two 

large Great White sharks! While not being the most ■{ 

advanced game graphically and aurally. Dolphin’s — 

Dream is a highly enjoyable walk through some aspects of a world that very few of us will 
ever see in person. 1 nearly forgot, but the dolphins are your friends! They will help you out 




WOILDH. .0010.010. •7U. 000 67 


The year is 2046. Military and 
space suppliers. Machinery Gear 
Inc., has a crisis on its hands. The 
privately owned Togusa building 
has been taken over by terrorists. 
An ex-employee named Miguel 
Crawford leads the gang. It is still 
unknown what the intentions of 
the terrorists are, but seeing how 
the R&D section of the company is 
concerned with advanced military 
hardware, the future doesn’t look 
too bright. Crack SWAT team mem- 
bers Alex and Michelle are 
assigned to neutralize the situa- 
tion. Featuring pre-rendered loca- 
tions similar to the Bio-Hazard 
series and a comprehensive con- 
trol and combat system, this looks 
like it could be huge. More Info 
soon. H 


(A) Dramatic cut scenes lead John Cave into each new 
mission. (B) Pick up spears for your harpoon gun in 
order to defend yourself against sharks. (O Stock up 
on essential ocean-going garments from this bloke. 
0 ) You can see a trapped diver, but how the hell do 
you free him before he drowns? 


WORLD REPUBLIC SAYS "An atmospheric descent into the depths, and certainly the best undersea adventure to date. 


1 WORLD REPUBLIC SAYS 

"An absolute classic compilation of Capcom's finest platforming days. Arthur is kingl" A I 




WORLD REPUBLIC REVIEW • developer/publisher KONAMI • available in japan NOW 

DOLPHIN'S DREAM 

PlayStation 


S ir Arthur’s video gaming adventures are now as legendary as 
his heroic deeds of yore, and so Capcom of japan have 
released the next in their promising Generations collection for the 
32-blt community to prove that retro games are still as popular as 
ever. V0I2 sees the Ghosts and Goblins trilogy reproduced per- 


challenge, but with the addition of Ghouls and Ghosts, and, of 
course, the Super Famicom Super Ghouls and Ghosts, you will 
soon be guiding Sir Arthur through familiar terrain and assaulting 
those nasty hell-spawn! Other features on the disc include origi- 
nal artwork galleries, cast members, profiles of the games and 


Capcom Generations ¥ol 2 €> Capcom 1998. Dolphin’s Dream G Konaml. 1998. Hard Udfit Gtntdoflis U 







republic I page 110 


WORLD REPUBLIC REVIEW • developer/publisher TOL 

ADVANCED VG 2 




2D hand-drawn anime style ladies out for blood - Advanced VG continues to thrive in Japan, but should you? 



r fighting - as old as the dinosaurs 
and as much fun to watch. If you’re up 
for such quality entertainment there’s none 
|n|HPI|||HiP much better than Advanced VG 2. All of the 
P ^ elements that make up a good 2D fighter are 
present and accounted for in this anime- 
inspired chick brawl, including a vast assort- 
ment of splendidly drawn anime-style babes, 
accurate collision, a plethora of unique 
moves, and a gauge to build up and unleash 
nasty super attacks on your opponent, sucking the color out of their life 
bar like a vampire in a blood bank. Accompanying the super attacks. 
Advanced VG spews some convincingly realistic light explosions that 
contrast the hand-drawn nature of the game nicely. While not on 
par with Capcom’s best in terms of animation, the movement in 
VG2 is good overall, although not as fluid as I deem necessary 
in terms of buoyancy, if you know what I mean. Undoubtedly 
fans will be quite happy with this installment of VG, while hard- 
core fight fans will likely BCLfF 1 1 1 Ufl 

hold out for the upcoming 
Marvel 


(A) Rapid-hitting 
special attacks are 
standard (B) Skirts 
are flying, and suc- 
cessful hits sparkle 
with an impressive 


explosive shower. 


vs. Street Fighter 
game due out Oct. 23. 
We’ll review that game in 
the January World 
Republic, f 


There’s nothing like the feeling of 
drifting sleek racing cars from one 
corner to another along a winding 
road, and your ability to perform 
this exciting maneuver is essential 
in this game. While the graphics 
and various game modes are sim- 
ply standard, the Story mode (not 
usual for a racing title) is amusing 
and entertaining, and includes the 
excitement of driving a vacuum 
truck to a disposal facility for a dri- 
ver stricken with diarrhea! 
However, the viewpoints and 
sound need improvement, as the 
first-person view is much higher 
than the actual view, and the gear 
shifting sounds are terrible. This 
needs more refinement. C- 


WORLD REPUBLIC SAYS "A solid 20 fighter with good animation 
but with Marvel vs. SF so close, this one's for fans only." C+ 


lEVIEW • developer/publisher KONAMI 


These fists of fury are sacred! Can they leave a mark in a well-worn genre? 

K onami’s been working their magic on the ’ 

PlayStation these last couple of years, and it 
is perhaps somewhat surprising that they’ve 
waited this long to attempt a one-on-one 3D 

Kensai: Sacred Fist is ^ 


fighter on the system, 
coming at the end of this year, and thankfully. It’s 
not from the same team that brought you the 
dreadful G.A.S.P. (Deadly Arts) on N64. 

Developed at Konami’s Tokyo studio, Kensai is ^ ^ 
said to feature over twenty characters, and judg- 

ing by press materials, four of these will take center stage. There’s Allen, orphaned 
since birth and with a big chip on his shoulder, Hong Yuli, a disciple of a druken master, 
Yugo Sangunji, a karate master on a quest of self discovery, and the young Saya, who is 
on a quest for her father. 

With the 3D-fightlng genre so mature, look for Kensai to feature some innovative 
gameplay with a unique counter system that puts the emphasis on a more realistic style 
of fighting action. We’ll be bringing _ 

you more on this promising title as it 
becomes available. 


Should you be on the market for a 
decent (rather than mediocre) racing 
title, may we suggest a spot of Rally 
De Africa! This doesn’t cut it. 


(A) Characters have some similarity with some of 
Hollywood's more colorful fighting superstars. 
Allen has a Crow-like quality. (B) Douglas, on the 
other hand, is a Steven Segal if ever we saw one. 

C Atius. 1998. 


GAME BY ATIU$ 


EHI' H'i| 














page 111 


world republic 


WORLD REPUBLIC PREVIEW * developer/publisher OINKI 

TAMAMAYU MONOGATARI 





Incredible animation scenes and lush game graphics couid make Tamamayu Monogatari an unforgettabie title! 





WMUBWV .0010.2310. MOM 220.64 

PLAYSTATION REVIEW 


MAGICAL MEDICAL 

game by KONAMI 


Have you ever thought about how 
viruses affect your body and how 
your body reacts to it? You will 
after playing Magical Medical, an 
excellent glimpse of immunology 
in RPG form with cute graphics. 

Your mission is to eliminate for- 
eign objects that enter a patient's 
body with the help of T-cells and 
Macrophage, as well as obtain 
information from the cerebellum 
and create some of your own pow- 
erful antibodies to repel viruses 
efficiently. The uniqueness of the 
game sets it apart. Considering 
the cute graphics, this is good for _ 
educating and entertaining chil- ^ 
dren, but the title is interesting for 
adults as well. B 


GORGEOUS STREET 

GAME BY ENIX 


Adwanced VG2 C TGL. 1998. Kensai © Konami. 1998. Torque Max 2 © Atius. 1998. Magica 
Tamamayu Monogatari © Benkl. 1998. ItadakI Gorgeous Street © Armor Project/Tomcat System/Shlnsuke Okawa/Enlx 1998. 


F ollowing on from last month's news 
report, we can now bring you more game- 
play details of what promises to be one of the 
most eagerly awaited video games in Japan. 

The story develops around the main character 
Lebant (the master of Mayu), who has the 
ability to capture the evil spirits, and a girl 
called Marbu (of the Nagi people), who has 
the ability to purify the evil spirits. After cap- 
turing an evil spirit, they must be purified by 
facilitating the emotional and spiritual pow- 
ers of a Nagi female (in this case, the player 
uses Marbu). Once a spirit has been 
cleansed, its powers may then be harnessed 
in a battlefield environment to aid our heroes 
in their quest. Each spirit has its own unique 
special power or magical ability, and they 
even gain experience and develop skill levels 
when engaged in combat. These entities are 
the key to defeating the more powerful evil 
spirits that the heroes would not usually be 
able to defeat by themselves. As the player, you will need to understand the 
characteristics of your pure, captured spirits, and you must be able to employ 
certain tactics if they are to be triumphant against foes. One way to enable the 
spirits to become more powerful is to use a technique that physically com- 
bines two or more together. Their appearance will change and they may even 
develop totally new skills or powers, depending on what their original abilities 
were. The key to winning is to find the best combinations and the most effec- 
tive balance of power and skill for the spirits to really succeed. Tamamayu 
Monongatari features exquisite, fully rendered backgrounds and utilizes poly- 
gon-modeled characters and enemies. Through interaction and conversation 
with other characters met in the game, players are able to glean important 
information that is vital to the 
success of the mission. Combat 
takes place using a command- 
input turn-based system, which 
gives the player a distinctive, real- 
istic battle experience. There is a 
very exciting buzz in the air for 
Tamamayu Monongatari; we’ll 
have an update of this possible 
masterpiece next month. =1' 


(A) The in-game anime is stunning to 
say the least; in fact, it is likely the 
highest quality ever seen in a game! (B) 
The blending of rendered backgrounds 
and meticulously detailed polygonal 
models is compounded by excellent 
animation. (Q Even close up the mod- 
els retain exquisite detail. 


(D) Leaving nothing to chance, 
Genki are obviously including 
advanced pyrotechnics and 
extreme effects into the battle 
engine. (E) Another example of the 
modeling prowess on hand. (F) A 
bird’s-eye view of a village no RPG 
fan can wait to thoroughly explore! 


(G) Rivaling any RPG to date in terms of detail, 
shops and other village locales look amazing 
inside and out. 


PLAYSTATION REVIEW 


Essentially, a multiplayer board 
game where you try to buy out all 
the businesses you land on. The 
more you have in total assets, the 
better the chance of winning the 
game. Up to four players can play 
the game (or lone gamers can play 
against Al). The interface is well 
designed (except for rather primi- 
tive graphics), and the fact that 
the game is suitable for a party 
means the mediocre graphics can 
be disregarded somewhat. The 
most important point is whether 
or not the game is fun, and provid- 
ed you read Japanese fluently and 
enjoy playing board games on 
your PlayStation, it is - thanks to 
the ingenuity of Yuzo Horii, a cre- 
ator of DragonQuesf. B 










world tepuhWfi 


page 112 



WORLD REPUBLIC INTERVIEW 


OF THE KING'S FIELD SAGA FROM SOFTWARE 


SHINICHIRO NISHIDA (Associate General Manager) Section 2 CS Development Team 
YASUYOSHI KARASAWA (Associate General Manager) Section 1 CS Development Team 
TOSHIFUMI NABISHIMA (Chief) Production Division 



When was From Software Founded? 

It was founded in 1986, but at that time we were only mak- 
ing home application software such as accounting pro- 
grams. We started producing game software four years 
ago and our first title was King's Field. We’re still making 
home application software now, but our core business has 
become game software. 

Why did you decide to start making games? 

When we were making home applications there would 
sometimes be periods of free time between our cus- 
tomers’ orders where we had no work to do. Of course we 
couldn’t sit around doing nothing, so we sometimes wrote 
PC games. Anyway, at the time when the 3DO, Sega Saturn 
and PlayStation came out we decided to have a go at pro- 
ducing a game for real. In the end we chose to develop on 

the PlayStation because 
it had the highest spec. 

What influenced your 
choice to make a dun- 
geon-based RPG? 

Up to the release of the 
PlayStation, we’d only 
been using 16-blt PCs, so 
we hadn’t created any 
games using polygons. 
However, at that time we 
really liked a game called 
Wizardry and we thought 
that this kind of game 
would be suited to the 
PlayStation’s polygon 
ability. 

How many people do you 
have developing games? 

In the beginning there 
were only three of us 
making games. That rose to seven for King's Field and now 
we have about thirty people working just on games. From 
hereon we’ll probably grow a little larger, but not much. 

What’s your production setup? 

Currently we have four production lines who are all active 
In game development. Each one Is working on a different 
project. That doesn’t mean that they will all be able to pro- 
duce a game we can sell, but they are always working on 
something. However, we couldn’t release four games at 
the same time. We are slightly limited by our CG movie and 
sound sections, which means that we have to offset our 
releases. But each line can produce one title a year, so we 
can release a game every three months or so. 


THI TALINT BEHIND FROM SOFTWARE 

From the left, Toshifumi Nabeshima, Shinichiro Nishida, and 
Yasuyoshi Karasawa. All From Software titles have involved these 
chaps in one way or another. Amongst other things they have been 
responsible for the classic King’s Field saga, the Armored Core 
series. Shadow Tower and their most recent release. Echo Knight. 
What’s next from From Software? 


Your past games have mostly been concerned with char- 
acter development and exploration in an RPG sense. Will 
this continue, or do you have plans to diversify into dif- 
ferent genres? 

We’d like to do both. We’ll certainly continue the King's 
Field kind of game but we’ll also try to create new titles 
such as Armored Core. I think we’re certainly capable of 
creating equally good games In different genres. 

Will any of your future titles be available on other for- 
mats, or are you exclusively developing for the 
PlayStation? 

Even though we’ve been working all this time on just the 
PlayStation, it doesn’t mean that we are a PlayStation- 
only company. Of course, we have a very good relationship 
with Sony but we aren’t limited to just their hardware for- 
ever. The PlayStation era will end at some time. 

When you were creating King's Field, did you expect it be 
such a hit? 

To tell the truth it sold about twice as much as we thought 
it would. However, we did expect that it would become a 
series, and even while we we working on the first King’s 
Field we were thinking about King's Field //. 

How did you come up with the name for King's Field? 

Actually, when one of our directors was in England he 
found a golf club called King’s Field. As soon as he saw 
that name he decided that it was going to be the title of 
our first game. At first some of the gamers commented 
that the name lacked impact, but most people have 
become used to it by now. 

Will the King's Field series always be a dungeon RPG? 

As long as it’s on the PlayStation, then it will always be a 
3D dungeon game. As for how it will appear on another 
platform, I don’t know. 

With Shadow Tower, has the King's Field series come to 
an end? 

The King's Field era hasn’t finished yet. We still want to do 
another King's Field, but for King's Field 4 we need a 
marked difference between it and the previous episodes - 
even more than Shadow Tower, which would be difficult. 
It’s very likely that we’ll release it on our next platform. 

Will Shadow Tower become a series just like King's 
Field? 

At the moment we have no such plans at all. Originally we 
wanted to make Shadow Tower scenario one in a new 
series instead of continuing with King's Field. However, 
although we kept saying that it was different from King's 
Field, it was unfortunately not different enough. Many 


KING'S HELP gPA HASN'T riNISHBD YET 


want to do another King's FleU, but for King's Fieid 4 , we need a marked 
difference between it and previous episodes - even more than Shadow Tower... 





page 113 


world republic 





A LOT PimPgMT 


polygons. This meant that in 
the rooms we couldn’t, for 
example, add a table that had a 
drawer in it which could be 
opened. From this limitation we 
experimented to see whether 
we could create this kind of 
detail in a game. Once we had 
proved this could be done, we 
then decided to make this kind 
of game. 


MR NISHIDA REVEALS FUTURE FROM SOFTWARE TITLES 

Fans of From Software will be pleased to hear that a fourth episode of King's Field is planned. 
However, the developers are unsure as to which platform it may appear on. Dreamcast maybe? Sega or 
Sony's next system is also the likely choice for the Armored Core 2, although another enhanced 
Armored Core is planned for PlayStation sometime next year. From Software also revealed that they 
have three other projects is some stage of development. What could they be? 


users considered it to be equivalent to King*s Field 4. 

Is the Shadow Tower CG engine the same as the one in 
King*s Field? 

The base is the same but we improved it considerably. The 
engine we created for the first King's Field was very good 
and we’ve used it as the base in all our games, including 
Armored Core and Echo Night. Of course, we make 
changes to the program to accommodate the different 
data, but the basic logic is the same. 

Armored Core was a big departure from your hit RPG 
series. Were you worried that your fans wouldn’t like it? 

Sony actually said to us that a robot fighting game would 
have a much smaller base market for our target user, and 
that concerned us. However, while creating /Irmored Core, 
we genuinely enjoyed playing with it and we were fairly 
confident that it would do well, and when we showed it at 
the PlayStation Expo, we received a lot of positive feed- 
back from the gamers. 

When can we expect to see Armored Core 3? 

Actually, Project Phantasma wasn’t really Armored Core 2. 
The story for the first Armored Core was a little fragment- 
ed, so we made a more complete version with Project 
Phantasma. Armored Core 2 will be a lot different. We have 
a lot of ideas we would like to put in, such as having the 
mechs being able to transform into planes, but this kind of 
feature is really processor intensive and would be difficult 
on the PlayStation. We might wait and do it on another 
platform. Instead, our next game will be another improved 
Armored Core sequel, which we'll probably release in 
March of next year. 

Echo Night, much like Armored Core before it, is a very 
unique game for From Software, where did the inspiration 
come from? 

in the beginning it wasn’t an actual game that we had in 
mind. In King's Field there are a lot of enemies around and 
various magic being employed which all take up a lot of 


Did you decide on the game’s 
theme before the Titantic 
movie was released? 

Most adventure games tend to 
be situated in large Western- 
style mansions, so we wanted 
to do something different. One 
of our ideas was for a ship, 
which is the stage we eventual- 
ly chose. After that, while we 
were still in development, we then heard that Titanic was 
enjoying a lot of success and at that time we wondered 
whether or not it would come to japan. In the end, it was 
actually a very good reference for us because it portrayed the 
items of that era very accurately. However, it didn’t influence 
our story. 

Has the team who created Echo Night worked on anything 
for From Software before, or was this its first project? 

At first there was just one team for King's Field. Then we split 
this team into two and increased their numbers. Then later 
on we split these two teams again and enlarged them with 
new staff. Thus, there are both new people and people who 
have worked on the King's Field series in this team. 

Thank You. 








■'■'•it 

f ■■ 

* 

.4 

: * 

m 



THE SOFTWARE OF FROM SOFTWARE 


Starting with the acclaimed King's Field 
(right), From Software have always been at the 
entertaining edge of game creation, pushing 
their 3D graphics engine as far as it could go. 
This resulted in more often overlooked clas- 
sics, such as Armored Core (above) and the 
deeply atmospheric Echo Night (above right). 
But now. From Software have reached the lim- 
its of the PlayStation, feeling that their gaming 
vision is better suited to a more powerful con- 
sole... such as the Dreamcast. 


We have a lot of ideas we would like to put in, such as having the mechs being 
able to transform into planes. We might wait and do it on another platform. 









Vibrantly colored and highly detailed through- 
out. The attention to detail never waivers. 
Animation: Good overall. 

Dubbing: The Airbats being Japanese don’t 
sound so, but otherwise a fitting dub. 
Soundtrack: Nothing to write home about. It fits 
the action well though. ’80s rock, Top Gun style. 
Fight Scenes: Excellent dogfight scenes once 
again. Check the lighting during loops and spins. 
Very nice. 

Highlight: Love those hot springs! 

Final analysis: Although not quite on par with 
episode one in terms of comedic value, 2nd 
Strike successfully delivers more excellent mili- 
tary mayhem, comedy, and camaraderie. It’s a lit- 
tle touchy feely at the end, though. 


some of the 
characters’ 
voices seem a 
little too seri- 
ous. There is 
even a slight 
lisp in there! 

Soundtrack: 

An excellent 

classical score mirrors the high adventure on 
screen. 

Fight Scenes: Very good action and fighting 
sequences, with the fighters performing their 
signature moves, but these scenes tend to be 
few and far between. 

Highlight: jack the robot takes out some 
P.jack enemy robots in style. There are also 
some cool, but brief, CG sequences. 

Final analysis: A fair attempt at making the 
transition from game to movie. 1 would have 
liked to see a little more of each character, but 
it was an acceptable attempt, and can only get 
better in the future. ★★★ 


801 T.T.S. AIRBATS 2ml STRIKE 

Original Japanese Release: igg6 Tosimitsu 

Shimizu/Tokuma Shoten - JVC 

Released in America by: A.D. V. Films 

Length: 60 minutes 

Dubbed in English 

Action/Comedy 

Review by Dave Halverson 


Story: On their way to the base to 
host the Thunderbirds - world 
renowned aeronautical acrobats - 
the Airbats go for a little R&R at a 
hot springs resort that turns out to 
be haunted - hijinx ensue. Later, the 
Airbats and Thunderbirds lock horns 
as things back at the base get 
a little, no, a lot, out of hand. 

It’s the U.S. vs. japan in a no- 
holds-barred chick war! 

Character design: Excellent. 


TEKKEN: THE MOTION PICTURE 

Original Japanese Release: 1997 Namco 

Ltd. /ASCII Corp./Sony Music Entertainment Japan 

Inc. 

Released in America by: A.D. V. Films 
Length: 60 minutes 
Dubbed in English 
Action/Fighting 

Review by Bryn Williams 


Story: Based on the highly popular 
fighting series Tekken from Namco 
for the Sony PlayStation comes a 
tale of family betrayal and dishonor. 

In the beginning, the evil Hiehatchi 
Mishima, head of the Mishima 
Corporation, teaches his son Kazuya 
a life and death lesson. Kazuya man- 
ages to survive the hideous attack, 
and vows to get revenge on his 
father. Many years pass, and the 
Mishima Corporation grows into a 
worldwide military R81D center. 

Local police become suspicious of the activities 
occurring on Mishima island, and send in two 
field operatives to investigate under the guise of 
entering the Iron Fist tournament, held by the 

Mishima family. Then the fun really begins. 

Character design: Reminiscent of the Street 
Fighter series. Quite normal and realistic for the 
most part. 

Animation: The overall animation quality is pretty 
much standard. Slightly better than the Street 
Fighter series overall, and better during fights. 
Dubbing: Reasonable western voice overs, but 









DIRTY PAIR FLASH MISSION 3 ACT 1 

Original Japanese Release: 1997 Takahiho & 

Studio Nue - Sunrise Released in America by: 
AD.V. Films 
Length: 90 minutes 
Dubbed in English 
Action/Adventure 
Review by Dave Halverson 

Story: As Act 1 opens, the 
plane Kei is on is mysteriously 
attacked and goes down in 
rugged snow-covered terrain. 

The sole survivor, Kei barely 
escapes with her life and man- 
ages to rescue a baby. Little 
does she know that the little 
tyke is involved in a web of deceit that his enemies 
will kill for. Mommy and daddy are already dead! 
Episode 2 revolves around a psychotic little girl 
carrying out a hit out on the Dirty Pair (can you 

imagine!?) and 
Act 3 has the 
Pair going 


under cover as professional Beach Volleyball 
Champions! Love those leotards! 

Character design: It doesn’t get much better. Not 
only are the characters a delight but the different 
types of craft and architecture are also stunning. 

Animation: Very good. The 
first episode actually harness- 
es the best of the series thus 
far. A rarity. 

Dubbing: ADV continue to 
improve the series as it 
evolves. 

Soundtrack: Slightly cheesy 
but it fits the action rather 
well. 

Fight Scenes: Guns, guns, 
guns! The bullets fly often and 
in excellent visual style. 

Highlight: Remember the first 20 minutes of A 
View to a Kill! They do an excellent rendition in 
episode 1. The huge killer teddy bear ain’t bad 
either! 

Final analysis: This is the best Dirty pair I’ve seen 
yet. The stories are getting better and the quality is 
actually improving. All three 
episodes contain brief nudi- 
ty, so kiddies beware. 
★★★★ 





CUTEY HONEY VDLUME 2 

Original Japanese Release: 1994 Go Nagai/Dynamic 
Planning Inc. -Toei Video Co., Ltd. 

Released in America by: A.D. V. Films 

Length: 60 minutes 

Dubbed in English 

Action/Adventure 

Review by Dave Halverson 


Story: Cutey and the Hayami Family continue their 
assault on the shapeshifting Dolmeck army, but 
when Cutey’s weakness is exploited, the Family loses her 
forever. Or do they? 

Character design: Classic style, very well drawn and ani- 
mated. As usual. Grandpa’s teeth take center stage and 
mere mortals transform into hellaciously deviant beings. 
The producers have done a fantastic job bringing the clas- 
sic art into the modern day. Highly sexual. 


Animation: Cutey's transforma- 
tions are, as usual, spectacu 
lar, exhibiting the highest 
quality imaginable. Overall 
the entire 60 minutes is 
animated extremely well, 
although the concert 
scenes feature some 
repetitious moments. 

For a truly seamless 
experience, check out 
the end of the opening cred- 
its. 

Dubbing: Good overall. ^ 

Soundtrack: Cutey Honey 
features a Hollywood-style 
action-movie soundtrack. 

Spared no expense. 

Fight Scenes: Clothing sheds, 
shapeshifting demons and vio- 
lence swell out of control. 

Cutey’s fights are spectacular and 
highly demonic. ^ ^ 

Highlight: The final battle between 
honey and Dolmeck. ' ^ 

Final analysis: The more 1 watch Cutey 
Honey the more I like it, although I really 
don’t care for older character design. It is so 
wonderfully over the top in its sex and violence 
and features such creative demon elements that 
anyone will be able to resist its appeal. 


doubt 








Only a coward would 
strike from behind...! 


'Escaflown^. 


Story: Hitomi Kanzaki, a popular high 
school girl, seems normal in every way. 
She runs on the track team, has a crush 
on the campus jock, and happens to 
enjoy reading tarot cards. However, 
Hitomi begins to harbor wild visions of 
a time and place she does not know. 
When these visions take shape and 
invade our world, her life is changed 
forever as she is whisked away to a 
land where the earth is but one of two 
moons. Together with Prince Van, 
whom she meets here on earth in a 
dragon battle that you’ll want to watch 
a hundred times, she embarks on her 
first of many adventures in Fateful 
Confession - the first act in tape i, 
which covers four episodes. 

Character design: Probably the hottest 
mecha designs Tve ever seen along 
with an overall style that blends every- 
thing I love about anime. The dragon in 
the first act is one of the coolest things 
I’ve ever seen in an animated feature. 


Animation: Years in the making, 
Escaflowne features countless scenes 
of seamless animation. Even when the 
story is calm, the utmost care is taken. 
Spectacular. 

Dubbing: Available online only thus far. 
Escaflowne is currently only available in 
Subtitled form, although a dubbed ver- 
sion is planned. Don’t wait. 

Soundtrack: Excellent. The highest quality 
available. 

Fight Scenes: Truly a thing of beauty. 
The sword play and mecha battles are 
breathtaking. 

Highlight: To many to list. This whole 
tape is a highlight. 

Final analysis: joins Akira, Wings of 
Honniamise, Evangellion, Memories, X, 
and Ghost in the Shell in anime heaven. 
A treasure that I will unearth often to 
remind myself that human creativity 
can still uplift, and take us to a higher 
place. Skip that network crap for one 
night and see what I mean. ★★★★★ 


VISION OF ESCAFLOWNE 
Original Japanese Release: 1996 
Sunrise 

Released in America by: 
AnimeVillage.com 
Length: 98 minutes 
English Subtitles 
Adventure Drama 
Review by Oave Halverson 











-prom creative team tl^at l>i»oog^it 40U SAILOR MOON I 

'\p<^lyo|utip^a^y QJrl 


'*...LJten<a ic a krecitli of fresli 
a\r and a great occasion to ?ee 
wliat recent ffliojo-rtqle anime / 
looltff an J feel? like. 

A\ ABSOLUTE murt!" 

^i^ocu/fctn*e AJJicis' 


Ut ena lica? it cill. 

Pacsrion. Paitli. A s-ence of 
jurtice... and an enigmatic ring. 

"But ste still strives for tU 
impossible: To become a prince 
berself as sbe duels to protect 
tbe mysterious Rose Bride. 


www.software-sculptors.com 
AOL: Japanimation Station^'^ 

Keyword: Japanimation 

To Order Call: 

Mangamania^^ club of America 

1-800-626-4277 


f 


^ SOFTWARE 
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Available at all participating locations 

SUNCO/IST 

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and other fine stores. 


Crest of the Rose 

Available Now!! 

All four releases available 
dubbed and subtitled. 

Dubbed Price: $24.®®* each 
Subtitled Price: $29.®®* each 

Collector's Boxed Set Also Available! 


‘Suggested Retail Price (prices may vary in Canada). Action/Adventure. Original Japanese language dialogue with English subtitles. English language dialogue (dubbed). Unrated. Suitable for 
most audiences. ©1998 Central Park Media Corporation. Original Japanese version "Revolutionary Girl Utena" ©1997 B-Papas/Chiho Saito/TV Tokyo/Shonenn linkai. English version ©1998 
Enoki Films USA, Inc. Software Sculptors and logo are trademarks of Software Sculptors, Ltd. Mangamania and logo are trademarks of Central Park Media Corporation. All rights reserved. 




anime republic I page 118 





Dubbing: Saber 

Marionette j is currently 
only available in subtitled 
form, though a dubbed 
version is planned; 
however, I don’t see 
how anyone could 
ever mimic Lime. 
Soundtrack: 
Cheerful and 
happy. Matches 
the story very 

well. 

Fight Scenes: Much atten- 
tion is paid to the action and 
fights in SMj. They are fast 
paced and excellently execut- 
ed. 

Highlight: Don’t get Lime dirty... 
Final analysis: I waited two 
years for this one to come out in 
the U.S., and it was worth the 
wait. 1 love these characters 
and this whole series. 

★★★★ 


SABER MA/tlONEnE 

Original Japanese Release: 1996 Satoru 

Akahori-Hiroshi Negishi- Tsukasa 

Kotobuki-Kadokawa Shoten/Bandai 

Released in America by: 

AnimeViUage.com 

Length: 100 minutes 

English Subtitled 

Action/Comedy series 

Review by Rave Halverson 


Story: Japoness is a society made up 
completely of males, the only female 
element being high performance 
androids, or “marionettes.” As our 
story opens, we meet young, hard- 
working (he sells fish) Otaru who nor- 
mally could never afford a marionette 
of his own. When he is swept away by 
a fast-moving current and wakes up in 
front of an ancient museum, he acci- 
dentally awakens Lime and, like it or 
not, now owns a super marionette as 
we soon find out the likes that 
Japoness has never seen. Meanwhile 
Lord Faust and his cyber dolls are plan- 
ning some sort of global domination. 
Matters get worse when Otaru awak- 
ens a second marionette. Cherry. You 
can guess the rest. 

Character design: From the master of 
Toshinden and Go Kaiser, this is the 
work of Tsukasa Kotobuki. 

Animation: Originally a TV series. 
Saber Marionette j features fair to 








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DRAGONBALLZ #1 
ARRIVAL 


DRAGONEWLLZ #4 
PENDULUM ROOM 


DRAGONBALLZ #2 
THE SAIYANS 


DRAGONBALLZ #3 
SNAKE WAY 


DRAGONBALLZ #7 
DESTRUCTION 


DRAGONBALLZ #8 
SHOWDOWN 


DRAGONBALLZ #10 
REBIRTH 


All Dragon Ball 2 characters, names, logos and images © 1997 BIRD STUDID/SHUEISHA, TDEI ANIMATION 
Licensed by FUNimation Productions, Inc. All Rights Reserved. 









SLAYERS: DRAGON SLAYE 

Original Japanese Release: 1996 Kanzaka Hajime-Araizumi Rui/ 
Slayers production commitee 
Released in America by: ADV Films 
Dubbed in English 
Action/Adventure 
Review by Dave Halverson 

Story: First, a nutball alchemist, Chimera, wants to use 
Lina’s head on a hideous beast he’s creating. Lina, of course, 
has other plans for her head. What’s this? An army of Nagas! 
That laugh! Argh! Will Lina become a mere ingredient? Will all 
those Nagas ever shut up? Next up Lina and Naga take a job 
training a mama’s boy Oeffrey the scrawny) to become mem- 
ber of the royal guard. Jeffrey’s, er, mommy, a fat, insane, 
beast of a woman, wreaks havoc in highly comedic fashion. 
She’s tons of fun! 



Character design: The absolute best there is. Pure mastery. 

Animation: Excellent. The best you’ll find this side of a major theatrical 
release. Better in episode 1 than 2 but excellent overall. 

Dubbing: Surprisingly high quality. ADV does Slayers complete justice. 
Soundtrack: Again, simply the highest standards are adhered to. 
Fight Scenes: Spellbinding. Lina and Naga unleash the usual 
earth, wind, and fire. 

Highlight: In a spectacularly animated sequence, an army of 
Naga rise out of a fountain.That’s a lot of breast action! 

Final analysis: So far, ADV’s two Slayers releases - Dragon 
Slave and Slayers the Motion Picture - rank among this year’s 
best releases. It’s easy to see why Lina and Naga remain two of 
anime's brightest stars in both japan and the U.S. Dragon 
Slave comes highly recommended - it’s funny, action packed, 
and splendidly written, acted, and animated. Do not miss it. 
Heeere’s Josephine!! 



POKEMON I CHOOSE YOU PIKACHU! 

Original Japanese Release: 1995 Nintendo/Creatures/Game Freak/TV 
Tokyo 

Released in America by: VIZ VIDEO 
Length: 75 minutes 
Dubbed in English 
Fighting/Action for kids 3 & up 

Review by Dryn Williams 

Story: Ash Ketchum has just turned 10, and so his dream to be 
the world’s best Pokemon trainer can finally be realized. He 
gets his first Pokemon and license, and begins the epic task of 
finding and defeating all 150 Pokemon that are known to exist. 

Ash somehow manages to be late to the first day of training, 
and subsequently misses out on selecting one of the three 
Pokemon available to beginners, instead, he has to accept an 
electric mouse called Pikachu. The pair don’t get along to well 
at first, and Ash’s attempts to capture wild Pokemon like 
Pidgee and Caterpie fail miserably, but soon enough Ash and 
Pikachu get into all kinds of dangerous situations, such as 
meeting the evil Team Rocket (Pokemon kidnappers). 
Together, they set out on a huge adventure as they try to 
become Pokemon masters! 


Character design: Based on the Nintendo GameBoy classic, all the char- 
acters are exceptionally cute and lovable, especially Pikachu (I want 
one!). Ash and friends are well rounded characters and Team Rocket are 
sufficiently camp and evil. 

Animation: Standard TV-quality animation, featuring exceptionally 
vibrant color and great battle sequences. 

Dubbing: The dialogue is excellent, and never irritating. Of course, the 
Pokemon make downright huggable cute noises. 

Soundtrack: Great music. There’s even a Pokemon rap which mentions 
all 150 Pokemon! 

Fight Scenes: The sequences between battling Pokemon 
really made me want to pick up the game and play! 
Everything is executed in true anime style, with special 
attacks and effects everywhere. 

Highlight: When the overconfident Team Rocket get 

thrashed by a weak and feeble Caterpie, owned and trained 
by Ash! 

Final analysis: While this is obviously aimed at a very young 
audience, there are aspects that appeal to everyone, given 
the Japanese nature of the characters and the Pokemon. It’s 
like those excellent cartoon series you watched when you 
got in from school. Fantastic stuff indeed. 







■ * 




A 



: 







anime top five 


TOP rxsie nnizme 


A.D.V. FILMS 


GRMER5' REPUBLIC 
RERDERSTOP FIVE 


eRlfERSf REPUBLIC 


o. Haisierson 


TOP FIVE PNIME CONTEST! 

This Month’s Winners: 



1 

1. Evangelion (series) 
ADV Films 



2. Ninja Scroll DVD 

' 


Manga 


1 

3. Sailor Moon 


Die 


4. Macross Plus 


fft*" 

Manga 

Ml 


5. Ruin Explorers 
ADV Films 



G. uluiams 

1. Escaflowne - AnimeVillage.com 

2. Pokemon - VIZ 

3. Tekken - ADV Films 

4. New Cutey Honey - ADV 

5. El Hazard - Pioneer 


Cad Broom 

Vero Beach, Florida 


Memo Nuche 

Laredo, Texas 


Congratulations to this month’s winners! 




1*1. GriFFIfl 

1. Dirty Pair Flash Mission 3 - ADV 

2. Crystania - ADV Films 

3. Golgo 13 - Urban Vision 

4. Slayers/Motion Picture - ADV 

5. New Cutey Honey - ADV 




To enter the ADV/Oamers* Republic Top Five 
Anime Contest, simply send us a list of your 
favorite five anime, new or old. Make sure to 
include your name, address and age, and 
send it to: Gamers* Republic Top Five Anime, 
32123 Lindero Canyon Road, suite 218, 
Westlake Village, CA 91361. First prize is 
Shinji’s EVA-oi (which stands over 20 inches 
tall) and Evangelion 1 through 13W Second 
Prize: Any two ADV releases and an ADV T- 
Shirt. Third Prize: Any 1 ADV release. All 
three winners receive a GR subscription. For 
your free ADV catalog (and this is one cool 
catalog) write to: AD Vision, 5750 Blintiff 
U217, Houston, TX 77036, 


[ No purchase neces 
prohibited, not responsiO.. 
damaged t&mage, sar speurr uf. 
tell me right now!? d'ya hear? 
now.. ..Bay 12 please... 


■ Ijti 






v.iitotia <.w««ac 


PlayStation 


5m 
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should hi 
entry. 


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T^‘-ay AS Nichtshad^ - ^ 

R1.R2, LI. LI. X. Circle 
’’'■* y*s Alien Saucer 

SQUARE. X Square. L 2 . Circle 
Play AS Helicopter 

Enter Triangle, LI, Rl, x L2. L2 

Double PICK-UPS 

^^^^^^TL2. Circle. LI, RT. square 

Increased armor 

r UN TOPI A LEVEL 

£nter X, Circle Lp y c 

unoer challenge C ’ “ ^ ro enable the Funtopia 

Gulch level 

Enter X. Square, Circle L1 l? Rm 

^CVEL UNDER CHALLENGE mo'oe. ' ^ ^^SSWORD TO ENABLE THE GULCH 

Unlimited turbos 

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codes all formats 


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CCDC/Sh-I l^efOUlZH—icS 

W* I 

We*re back to our two-page format again 

THIS MONTH, AND HAVE FILLED IT CHOCK FULL OF ,4 '' 

GREAT CODES FOR YOUR PLAYING PLEASURE! :Jj’ 




^snclnu- 

s^s3i-tiin 3ss3sins 









PlayStation 


PlayStation 


Mode 

u hear Tiff Needeu s, 


player 

CHEAT 


names to 
function, 
fat mode 


DISABLE COLLISION 

^nter cm nohits a 

Better traction 

Enter FLEXMOBIU 

'A/tTH REAR WHEEL 01 
^F SELECTABLE. 

Volcanic track 

Enter CM DISCO as 

^ll tracks unlock 

Enter JHAMMO AS . 

Helicopter view 

Enter CMCOPtfp . 


player name, a pink 
^nd better traction 


Moon track 

Successfully complete the game on "Cruise The World" mode under the easy 

DIFFICULTY LEVEL. THE BONUS MOON TRACK MAY NOW BE ACCESSED AFTER THE CREDITS. 


player name. 


Power level 1 

Obtain at least 8 points in championship mode. Then, press C-Up or C-Down on 
THE CAR selection SCREEN. 


player name. 


player name. 


Power level 3 

Obtain at least 100 points in championship mode. Then, press C-Up or C-Down on 
the car selection screen. 


Two-tone colors 

Obtain at least 150 points in championship mode. Then, press Lor R on the car 
selection screen. 


New dance moves 

Hold Start and press Square, Triangle, Circle, Triangle at the menu screen 
WHEN A Spice Girl walks across the planet. Enter the television studio and 

YOUlL SEE THE SPICE GiRLS SURROUNDING A GROUP OF PURSES INSTEAD OF STANDING 
IN A LINE. New moves should now be available in the dance STUDIO. 


o^^erwGAsAveo 


Alternate title screen 

Hold Start and press Circle, Triangle x2. Circle at the menu screen. Press LI 
+ L2 + R1 + R2 + Select + Start to reset the game. An alternate title screen 
WITH THE Spice Girls sitting unclothed behind a set of chairs will appear, 

JUST LIKE THEIR LIVE PERFORMANCE OF NAKED! 


page 1 






music reviews 


page 124 



I’ve been waiting for this album for sooo long, 

I love Q-Burns’ music style. If any of you sampled 
his initial outing into the “Abstract Message” on the 
EP, you know Mr. Donaldson is on it. His closest Brother in 
Downtempo is Pimp Daddy Nash, another artist who presents 
surreal, funky soundscapes on the mellow tip. Q-Burns Is a little 
different, though. With “Feng Shui,” he combines a very organic 
drum and percussive sound with bizarre synthy-sonic layering that will at 
once have you wrapped up In the experience. Why? For 
several important reasons. Q-Burns has always had a certain 
identity as far as musical construction goes. He tends to begin 
a track with a very clear and memorable theme - it’s the driving 
force behind the song. You are convinced that with this sound the 
song may never build. Suddenly, layer after layer is revealed and 
smoothed over the gorgeous bass and slow tempo rhythm. He 
guides each offering with genuine keyboarding skills as 
opposed to random sounds merged Into rhythm. For this rea- 
son, Feng Shui will never disgrace a party. It’s simply too 
captivating most of the time to argue with. 

Mike Griffin 









SfinS 

Astralwerks, Domestic 


io.Qv;, 


If you haven’t heard of James Lavelle’s label. 

Mo’ Wax, you are either: named Jethro, love to 
two-step, got feathered hair, still listen to Criie, and 
drive a Camaro usually parked on your front lawn. Mo’ 

Wax has brought us DJ Shadow, Money Mark and UNKLE, 
renown for their excellent array of artists that avoid 
the pitfalls of commercial cliche. Though the album Is 
an older sibling of Shadow and Lavelle’s UNKLE uber pro- 
ject, Psyence Fiction, Ape vs. Mo' Wax is a different beast 
altogether. Comprised of two separate CDs with (re)mixes 
from the Mo’ Wax catalog, the album deftly probes various 
quadrants of the hip-hop universe with more of a humorous vibe 
(including a masterful sample of Ratt, samples of Tie-fighter 
engine screams and tongue-in-cheek answering machine mes- 
sages) opposed to Psyence Fiction’s more serious cinematic aura. 

Lavelle starts things right with an excellent Dust Brothers remix 
of “Money Mark’s Cry,” a soulful and beat driven track that is sure to get the kids 
jumping and grandma looking to tear up a rug. What follows is a delicious buf- 
fet of vitamin-fortified aural goodies from Shadow, UNKLE, Liquid Liquid 
and Groove Robbers that will rock you on and on till the break of dawn. 

Gregory Han 

Mo’ Wax, Japanese Import 


During his stint as the Antichrist 
Superstar I couldn't listen to MM. 

He was just too pissed off. As some- 
one who also endured the rigors of 
Catholic school I could understand his 
rebellion - I just couldn't join it. On 
Mechanical Animals, however, Marilyn has 
shed the demonic persona which he used so masterfully to acquire^ 
superstar status, and created one of the year’s best records. As far as the ^ 
look goes, I dig the glam/sci fi theme he's adopted, although I find the fake^ 
white breasts a bit much. No one finds all this more puzzling than me, the last per- ^ 
son anyone ever expected to like an MM record. But one can't help but draw the vintage ^ 
Bowie/glam rock/metal comparisons - sensations that I once embraced, before they began ^ 
dying a long, slow death. Manson brings to these long-lost sounds the elements that have ^ 
kept them from mainstream status in the late nineties: showmanship, and a heavy (yet ^ 
cryptically poetic) hand. He does so with cunning elegance as well. Don't judge ^ 
Mechanical Animals by Dope Show - most of the songs are much better, and ^ 
there's only one you'll have to skip for fear of being struck by lightning^ 
("Posthuman"). Especially check out "Mechanical Animals," "Speed of j 
Pain," "The last Days on Earth," and "Coma White.” 

Dave Halverson , 




Noth ing Records, Dometic 




From the Tappy-induced overkill of the storm- 
ing “Main Theme,” It soon becomes evident this is 
exceptional game music. The two other “Main ' 

Theme” remixes are an “E3 Edit” (complete with didgeri- 
doo solo and authentic Japanese moaning!), and a Quadra ^ 
mixed six minute epic where spot effects, Japanese game^ 
speech and clarinet warbling combine. The rest of the In-game ^ 
music inspires the game’s genre perfectly. This includes “Discovery,” a 
Vangelis-like watery theme (complete with radar blips and seismic percus- 
sion), “Encounter,” the Alert Mode featuring an excellent orchestral pursuit,^ 
and the ambient machinery of “Warhead Storage,” an echoing choir with a pitter- ^ 
pattering snare, chirruping hi-hat, and concurrent drums to keep up the adrenaline. ^ 
“Mantis Hymn” is exactly as it sounds, a layered cacophony i 
somber souls, while strong minor key violins of “Duel” emulate the ^ 
continuing chase, with the now-familiar choir closing in after you. ^ 
The penultimate soundscape, “Rex’s Lair,” is almost Germanic in its ^ 
military nature; and the final “Escape,” a frantic culmination and ^ 
flight into the light with a quickening tempo readies you for < 
haunting Celtic melody - a traditional Irish folk tune evoking^ 
the power of nature. Stunning stuff. 

David S.J. Hodgson^ 

(°irSipxM](Fhmi=i msmosUrmsCS 

Konami, Japanese Imp 




.iftaBBilHIW 


[gamers' republic aurai reuiew 











page 1 25 


music reviews 


Hitoshi Sakimoto’s soundtrack is perhaps the 
most original ever to grace a shooter. More impor- 
tant, he has scored the best shooter of ’98. If you 
haven’t heard the music in the game, you might want to 
invest in this soundtrack. Excellent, spine-shiver- 
ing symphonic tracks abound on this fine companion 
CD. Extra tracks are also present, since Sakimoto-san 
made quite a bit of music for the game that didn’t make 
it in. If you were to listen to this soundtrack without prior 
experience with Radiant Silvergun, I’d say you might think 
it’s a little bizarre in parts. Then again, just like a good film 
score, RS’ music conveys emotion, adventure, even action! And 
you don’t have to see the movie or play the game to feel it. MG. 

Treasure, Japanese Import 



Capcom’s latest arcade Street Fighter now has 
^ a two-CD soundtrack, and Takayuki Iwai, Yuki Iwai, 
^Isao Abe, Hideki Okugawa and Tetsuya Shibata have 
''^taken the CPS-3 capabilities and created some truly aver- 
^age electronic techno with little homage to a partic- 
^ular character’s stage or cultural identity. A rather 
^mechanical sound has been achieved, leaving you 
^numbed around ten tracks into this 47-course meal of 
^ mechanical electro beats fused with heavily synthed guitar 
^wailings. There are some slightly older-school tunes such as 
^“Mach-Smasher,” which harken back to the original SF tunes, 

^ but the repetitive nature and similar resonance leaves one with a 
^ tinny sensation in the ears. DSJH 



TiTnyaJa rfs f a 

Capcom, Japanese Import 




A selection of harp, piano and violins paint an 
^eerie and rather epic ambience - a descent into 
•'^madness, if you will - with tracks like “Wandering 
^ Ghost’’ perfectly replicating a tragic loss at sea. Shrill high 
^pitched violin screeching, faint chiming, sounds of a 
^ child’s music box and staccato plucking can get a little 
^too intense. Later, a jazz vibe picks up, with excerpts of 
^church organ recitals, but eventually the eerie clatter of 
^ unnerving violins beckons you back. Although some of the 
^natural sounds are a little false and electronic, there’s a high 
^production value and obvious talent at work here. If you were 
^to find yourself stranded on the Marie Celeste, this would be the 
^ gramophone music wafting faintly over the stale sea breeze... DSJH 

FROM Software In c, Japanese Imp ort 

fi] 





-ran* r=*tczK ^ 

Mui/cmow 

7. V.A.S.T. 

Melt into a chair listening to this superb goth- 
ic/metal/ambient melee. V.A.S.T Seeps into 
your mind and sets you free. 

2. Marilyn Manson: Mechanical Animals 

The dope show beckons. A truly addictive 
record that sticks to you like a stray dog. 

3. DLR Band 

David Lee Roth’s indie record that smoked the 
new VH, which blew chunks. 

4. Madonna: Ray of Light 

Hot videos and feel good electronica from the 
goddess of the nineties. 

5. Keoki 

Highly diverse, non-repetitious, masterful tech- 


amin^n=^tm 
-ran* n*tc:§<s 

1. Q-Burns-Abstract Message EP: 

Awesome collection of early stuff and bonuses 
from Os impressive repertoire of downtempo. 

2. Loop Guru-Loop Bites Dog: 

Another totally unique experience from LG. 
Tight production, chants, beats, funky ambi- 
ence. Great follow-up to their fantastic ‘96 
album. 

3. Kruder&Dorfmeister-DJ Kicks 

Superior chill-out remixes, top-quality original 
stuff, and the coolest album creation story ever. 

4. Global Communication-R Metamorphosis 
The best ambient album released this year by 
the masters of the craft. Stunning depth. 

5. Beastie Boys-Hello Nasty 

Gotta' like it. The beats are nonstop, their lyri- 
cal prowess never fails, and MMM kills. 


^ -ran* n*taK s 

HAN 

7. Jurassic 5 EP: 

The old-school flow and rhymes from LA's own 
reawakened my taste for hip-hop. 

2. Renaissance Presents [Ossia & Dawson): 

The superlative compilation of British house and 
trance of 1998. 

3. Money Mark-Push the Button: 

Pop gems from the Beastie Boys' own keyboard ter- 
rorist has yet to cease to please. 

4. Ape vs. Mo’ Wax: 

An album that delivers the beats with more gusto 
than the more-hyped UNKLE project. . . 

5. Lauryn Hill-The Miseducation of Lauryn Hill: 
Undeniably profound in content and delivery, defying 
its mainstream appeal, Hill is the queen of hip-hop. 


I 






>:;V 


fe: ^ 


h'--' 



m 






milimm 



—IMi 









c/V 76 matrix 


page 126 



THE NEGOTIATOR 


Rated R*Warner Bros* 

Available Nov 24 on VMS; Dec 1 5 on DVD 

It’s the classic case of the hunter becoming the 
hunted in this stylish action thriller starring 
Samuel Jackson as top hostage negotiator 
Danny Roman. The newly married Roman 
soon finds his life turned upside down when 
he is framed for murder and discovers that the 
corruption comes from within his own 
precinct. Someone unknown to him has been 
pilfering from the fund and is trying to set 
Roman up to take the fall. A desperate man, 
determined not to go down for something he 
had no part in (or did he?), turns the tables 
and takes his own hostages, including an 
Internal Affairs Cop (played by the late T.J. 
Walsh). Roman insists on dealing with the 
only man he feels he can trust, a negotiator 
from another precinct, Chris Sabian (Kevin 
Spacey). 

OK, so there’s plenty of action in this movie, 
but it’s definitely not your usual mindless 
Hollywood car chase and explosions stuff; 
there’s a real story here. The only downside 
was if you saw the theatrical trailers: a case of 
giving way too much away, which is something 
I won’t do in this review, just in case you 
haven’t seen it yet! Definitely worth watching. 


OONKEY KONG COUNTRY 


Now on the Fox Family Channel 
Sundays at 10 a.m. 

Donkey Kong gets rendered! Yes, If you 
haven’t caught it already, then switch on to the 
Fox Family Channel to catch Donkey Kong in all 
his CG glory. The episodes follow Donkey Kong 
and his pals as they take on the evil King K. 
Rool and his reptilian sidekick Kremlings in 
search of the Crystal Coconut. Reboot really 
started something with CG animation, and 
Donkey Kong is certainly impressive. 
Medialab, the extremely talented company 
responsible for DKC, uses a technology called 
performance animation, which starts with ani- 
mators making wire frames of the characters 
and adding a computerized molding. Then 
they give the characters textures, and they go 
all out here. One Medialab rep stated “one 
could even see the various strands of hair on 
his fur.’’ Then real-time animation uses a sim- 
ilar technique used in games like Super Mario 
64 to bring them to life - only in this case, a 
real guy dresses up in a skin-tight suit and 
romps around a blue-screen studio (hmmm, 
don’t take him home to meet Mother). 
Everything is then put together to create the 
amazingly fluid movement and look of the TV 
series. Wouldn’t it be cool to actually have a 
game that looks like this? Maybe some day. 


Tolkien fans get ready! New Line Cinema has committed some 
$130 million to make a trilogy of movies based on The Lord of 
the Rings. The three movies, which will be directed by Peter 
Jackson (The Frighteners), will be shot simultaneously early 
next year in New Zealand and are slated for summer and 
Christmas 2001 release. 


Sonic fans who need even more 
of a fix than the Dreamcast can 
tune in next year for a new TV 
series. Sonic Underground. 
Although judging from early 
pictures. Sonic looks as though 
he’s put on a ton of weight - 
well, he’s been off the scene for 
a while, what did you expect? 
We’ll have an in-depth look in 
the next issue. 

If you enjoyed Total Recall the 
movie, then catch the TV series 
coming soon. There are 22 
episodes planned of this SFX- 
saturated sci-fi extravaganza. 
It’s set in the year 2070, and a 
new interplanetary order has 
taken over a devastated Earth 
and a newly colonized Mars. 


SOMC UNDERGROUND 


TOTAL RECALL 2070 


On September 25, George Lucas answered the much-asked 
question: WhaUs the title of the first Star Wars episode? The 
officially announced title of the upcoming first episode Is to 
be: Star Wars: Episode I -The Phantom Menace. The announce- 
ment followed Lucas’ previous comment that the film would 
only be released to theatres that fulfilled a “quality presenta- 
tion, and a positive group experience” (most likely referring to 
the THX audio standard). The film is set to be released nation- 
wide on May 21, 1999. 


A BUG’S LIFE 


PIXAR/DISNEY 


RATED G IN THEATRES NOV. 25 


T his seems to be the year for 
computer-generated insect 
movies, and A Bug’s Life takes 
things to the next level. Directed 
by John “Toy Story” Lasseter, the 
story stars Flik, an individual 
kind of ant, who dwells peaceful- 
ly on Ant Island. All that changes when the 
Grasshoppers, led by Hopper (Kevin Spacey), invade 
to steal all the ants’ food. Flik decides to gather an 
army of bugs to take on the unscrupulous hoppers, 
but what he ends up with Is a bunch of rejects from 
a flea circus. 

Toy Story really started something, being the first 


totally CG animated film. The tal- 
ents behind that film have now 
created an incredible looking 
movie. In fact, A Bug’s Life has a 
staggering 10 times more com- 
puter power behind it than Toy 
Story to generate the images. 
The colors, textures and animation are truly amazing h 
even down to the facial expressions of the creatures. It 
seems no stone has been left unturned. The humor’s 
pretty spot-on as well, featuring the vocal talents of 
Denis Leary, julia Louis-Dreyfuss and David Hyde-Pierce. 

Will this be the beginning of the end for traditional ani- 
mation? Somehow, I don’t think so. 














Dear Gamers’ Republic, 

I would like to point out that there has TT?Sfb^en ' 
a game company that did not screw over its cus- 
tomers in one way or another. Here are some 
examples: 

ATARI - 5200 and 7800: Both were not supported, 
jaguar: Lack of game support. 

NINTENDO - 8-bit: Their robot - it was more 
money to get it and it was worthless. 

16-blt - The Super Scope Six again was not sup- 
ported. 64-bit: Promised quality over quantity, got 
neither. 

SEGA - 8-bit: Came with a gun, neither the system 
nor the gun was supported. 

SEGA CD - The next level? 32X? Blast processing? 
The only thing that got blasted was my wallet! 
SATURN - They did not support it. There are hun- 
dreds of games in Japan that should have been 
brought to U.S. but were not. Dreamcast: In my 
opinion Sega of America has lost all respect and 
trust in the U.S. Their track record speaks for itself. 
So why would anyone trust a company who, when 
their system does not do as well as they would like 
it to, just stop game support and hose all of the 
people who were dumb enough to trust them yet 
again? 

SONY - PlayStation: Defective run of systems, the 
lens overheats causing sound and full motion 
video skipping. What 1 can not understand is why 
Sony would not admit there was anything wrong. 
But, for 80 dollars, they will fix it for you. 
COLECOVISION - Adam? Can you say doorstop. 
NEC - TurboGrafx 16, and their CD add on. Both 
bombs. 

One of the reasons 1 wrote this was that 1 am 
tired of getting burned by the video game compa- 
nies doing this to me and everyone else. Also, 1 
read that 32 million PlayStations have been sold 
worldwide. 1 thought, yeah, but how many of those 
are actually still working? 1 have enjoyed playing 
video games since Pong. What we need to see is 


Dear Steve, 

Take a minute and look at it from another per- 
spective. Video game consoles are relatively inex- 
pensive compared to other forms of electronic 
entertainment, and because technology contin- 
ues to evolve, companies know if they don’t 
answer the call, they’ll be left in the dust. So 
often, the best-laid plans are never fully realized. 
To some extent it is the consumer who is at fault. 
If everybody ran out and bought a Jaguar or 32X or 
any of the other systems you mentioned and then, 
when new technology came along, balked and 
chose to stick with what they had, those systems 
would still be thriving and we wouldn’t be looking 
at 128-bit consoles. But gamers are constantly 
looking for the next big leap in technology - that 
heightened experience, better than the last. Also, 
think of all the excellent classics you just men- 
tioned. If you really loved any of that great old 
technology, it is readily available used at good 
prices. Sure, in a perfect world there would still 
be developers working on 8th-generation 
Genesis games and the like, but sadly, there just 
aren’t enough users out there to support the high 
cost of developing a game. If companies didn’t 
try new things that run the risk of failing, the 
industry would stall. People spend hundreds or 
thousands of dollars a year on clothes because 
fashion evolves, and the same goes for cell 
phones, micro electronic gizmos, and a plethora 
of other devices. It all depends on where your pri- 
orities lie. Some people still have dial phones and 
some are still playing the NES because they are 
either financially challenged or simply not fond of 
change. The beauty of it is that in a country as rich 
as ours you have the choice and options to do and 
purchase whatever you want with your entertain- 
ment dollar. Personally, I like my 32X, Virtual Boy, 


games on all of tlm«^^Ahd, at th^amUtime, l||m 
hyped for tht OreiSiicasff ife. ? 

So you see, th^Te are tflo ways^^to look at it. In 
your defense no one v^s as upset as I was when 
Nintendo ditched the Virtual Boy, which I 
absolutely love, and I’m equally upset to see 
cheap N64 ports when we were promised waves 
of A titles initially. But I’ll get over it. 

Dear GR, 

First of all, thank you for providing extensive cov- 
erage of the entire video gaming world rather than 
limiting exposure to what sells well. Secondly, 1 
have more than a few questions that 1 hope you 
can answer. 1 recently purchased Radiant Silvergun 
and was pleased to see it live up to every expecta- 
tion 1 had and more. 1 was wondering what signifi- 
cance the hidden dogs throughout the game had. 1 
currently have found only nine and have a rating of 
“feeder.” Does the dog master rating have any- 
thing to do with the hidden features on the options 
plus screen? Also, in your recently published inter- 
view with Treasure, a question was asked in refer- 
ence to any title in development for the upcoming 
Dreamcast to which a response of “unable to com- 
ment at this time” was given. This led me to 
believe (hope) that a 128-bit Treasure game was in 
the works. Unfortunately, 1 have not heard any 
mention of Treasure developing anything for Sega, 
even rumors. Have you heard anything in regards 
to this matter? Finally, on the subject of the N64, is 
the low number of consoles in the Japanese market 
contributing to the lackluster development of 
titles? Is it just not worth it for a publisher to back 
anything short of a Zelda (guaranteed sales)? 1 
would hate to see another system die before we 
are able to see its true power. 1 hope that you are 
able to respond to my questions. 1 would like to 
thank you in advance for your continuing quality 
coverage of the video game industry. 

—>from Chris Rul 


the video game companies backing their systems jaguar, Neo-Geo, Nomad, and SNES and still play RS. 1 have serious envy for your career paths. 


advertiser index 


ASC Games 9 
Bandai 13 
Bre Software 130 
CENTRAL Park Media 117 
Chips n bits 128 
Corner Dist. 129 
Crave 3,16-17 
Games Etc. 129 
Innovation 45 
Japan Video Games 123 
Microware 39,51 


Morpheus 59 
Naki 11 
Pioneer 119 
RMC Interactive 47 
Rocket Games 45 
SGRL 65 
Titus 15 
Ubisoft BC 

Virgin Interactive IFC-l 
WIT 132 

Working Designs 20-21,23 


Dear Chris, 

We’re getting tight on space but here goes. 
Treasure have informed us that they are working 
on a NAOAAI game (the arcade version of the DC), 
which will inevitably end up on the Dreamcast, 
but won’t say what it is. The tension mounts! In 
regards to N64 development. Yes, the slow move- 
ment in japan means less Japanese development 
and ultimately less games here. It is very costly 
to develop and manufacture a cartridge game and 
with so many alternatives available to publishers, 
Nintendo is going to have to sweeten the pot to 
stay vital with the N64. On the other hand, with 
RARE and first party Nintendo games selling in 
the millions, and the Gameboy Color about to hit, 
along with Pokemon fever, I doubt they’re very 
worried about anything. Nintendo are a strange 
company. We’re as curious as you to see what they 
do next. Oh, and there are 30 dogs, although 
we’ve only found 29. I’ll get on that one and bury 
the answer somewhere next month! P.S. I accept 
resumes anytime. 






CHIPS&BITSiNC. 

POB 234 DEPT 11079 
ROCHESTER, VT 05767 
INT’L 802-767-3033 FAX 802-767-3382 


www.cdmag.com/chips.titml 
or cam -800-600-4263 


Source Code 11079 


PLAYSTATION 


Titu 

Release 

Price 

Title 

Release 

Price 

Titu 

Release 

Price 

Titu 

Release 

Price 

ASCII Aftershock Wheel 

10/98 

$49.99 

Destreger 

01/99 

$46.99 

Kartia 

08/98 

$44.99 

Pac Man 3D 

01/99 

$44.99 

ASCII Sphere 360 

10/98 

$42.99 

Devil Dice 

09/98 

$36.99 

Kensei Sacred Fist 

11/98 

$44.99 

Parasite Eve 

09/98 

$49.99 

Activision Ciassics 

10/98 

$46.99 

Diabio 

03/98 $36.99 

Legacy Kain Soul Reavr 

01/99 

$46.99 

Pool Hustler 

10/98 

$36.99 

Alien Resurrection 

01/99 

$44.99 

Dragon Seeds 

10/98 $46.99 

Madden Football 99 

09/98 

$42.99 

Poy Poy 2 

12/98 

$44.99 

Apocaiypse 

11/98 $39.99 

Dragon Warrior 

12/98 

$46.99 

March Madness 99 

02/99 

$44.99 

RC Stunt Copter 

01/99 

$43.99 

Armored Core Proj Phan 

10/98 

$36.99 

Duke Nukem Time Kill 

10/98 $44.99 

MarvelSprHero Vs. SF 

11/98 

$42.99 

Rally Cross 2 

11/98 

$42.99 

Army Men 

12/98 $42.99 

ESPN Natl Hockey Nite 

09/98 

$44.99 

Master of Monsters 

10/98 

$42.99 

RayMan 2 

02/99 

$51.99 

Asteroids 

11/98 

$39.99 

Earthworm Jim 3 

12/98 $42.99 

MediEvil 

10/98 

$42.99 

Resident Evil 3 

12/98 

$51.99 

Backstreet Biliiards 

10/98 

$36.99 

Eggs of Steel 

11/98 

$44.99 

Mega Man Legends 

09/98 

$39.99 

Rival Schools 

10/98 

$42.99 

Bass Landing 

01/99 $42.99 

FI Racing Sequei 

10/98 

$46.99 

Mega Man X4 

10/97 

$39.99 

Rogue Trip 

10/98 

$44.99 

Battleship 

10/98 $39.99 

FIFA Soccer 99 

11/98 

$39.99 

Men in Black 

10/98 

$44.99 

Saga Frontier 

03/98 

$42.99 

Big Air 

11/98 $42.99 

FOX Sports Hockey 99 

11/98 

$42.99 

Messiah 

11/98 

$42.99 

Shadow Gunner 

10/98 

$46.99 

Black Bass/Blue Marlin 

11/98 

$44.99 

Fifth Element 

10/98 

$39.99 

Metal Gear Solid 

10/98 

$49.99 

Shao Lin 

01/99 

$44.99 

Body Harvest 

11/98 

$46.99 

Final Fantasy 8 

08/99 

$54.99 

Mortal Kombat 4 

06/98 

$44.99 

Silent Hill 

01/99 

$44.99 

Bomberman Phantasy Race01/99 $44.99 

Final Fantasy VII 

09/97 

$52.99 

Moto Racer GP 2 

09/98 

$39.99 

Silhoutte Mirage 

01/99 

$43.99 

Bomberman Worid 

10/98 

$44.99 

Freestyle Boardin 99 

11/98 $42.99 

NASCAR 99 

09/98 

$42.99 

Small Soldiers 

11/98 

$42.99 

Breath of Fire 3 

05/98 

$41.99 

Future Cop LAPD 

09/98 

$39.99 

NBA Fastbreak 99 

11/98 

$44.99 

Sony PSX 7000 

06/98 $139.99 

Brunswick Bowling 

10/98 

$44.99 

G Darius 

09/98 

$36.99 

NBA In the Zone 99 

02/99 

$46.99 

Spyro the Dragon 

09/98 

$42.99 

Bushido Blade 2 

10/98 

$42.99 

Game Shark 

03/96 

$39.99 

NBA Jam 99 

12/98 

$43.99 

Suikoden 2 

12/98 

$45.99 

C&C Red Alert Retal 

09/98 

$46.99 

Game of Life 

10/98 

$39.99 

NBA Live 99 

11/98 

$42.99 

T'ai Fu 

11/98 

$39.99 

CiContra Adventure 

09/98 

$29.99 

Globai Domination 

11/98 

$42.99 

NBA Shootout 99 

11/98 

$42.99 

Tales of Destiny 

10/98 

$44.99 

Cardinal Syn 

08/98 

$29.99 

Godzilla 

10/98 

$43.99 

NCAA Football 99 

09/98 

$42.99 

Team Losi RC Racing 

10/98 

$46.99 

Centipede 

11/98 

$39.99 

Grand Theft Auto D.C. 

11/98 

$44.99 

NCAA Game Breaker 99 

10/98 

$42.99 

Tenchu 

09/98 

$42.99 

Ciock Tower 2 

11/98 

$42.99 

Granstream Saga 

07/98 

$44.99 

NFL Blitz 

09/98 

$44.99 

Test Drive 5 

10/98 

$43.99 

Colony Wars 2 Vengeance 11/98 

$41.99 

Guilty Gear 

11/98 

$44.99 

NFL Game Day 99 

08/98 

$42.99 

Thrill Kill 

10/98 

$46.99 

Cool Boarders 3 

10/98 

$42.99 

Hardball 99 

11/98 

$43.99 

NHL Face Dff 99 

10/98 

$42.99 

Thunder Force 5 

10/98 

$36.99 

Crash Bandicoot Warped 

11/98 

$42.99 

Heart of Darkness 

09/98 

$42.99 

NHL Hockey 99 

09/98 

$42.99 

Tiger Woods/PGA Tour 

11/98 

$42.99 

Croc 2 

12/98 

$44.99 

Inti Rally Champion 

12/98 

$44.99 

NinjaiShadow Darkness 

10/98 

$44.99 

Tomb Raider 3 

11/98 

$49.99 

Dead Bail Zone 

09/98 

$41.99 

Inti Super Soccer 98 

09/98 

$44.99 

O.D.T. 

10/98 

$42.99 

Twisted Metal 3 

11/98 

$42.99 

Dead Unity 

11/98 

$44.99 

Jeff Gordon Racing 

01/99 

$46.99 

OddWorld Abe's Exodus 

10/98 

$44.99 

Uprising X 

12/98 

$42.99 

Dead in the Water 

10/98 

$39.99 

Jeopardy 

10/98 

$39.99 

Other Life Azure Dreams 

07/98 

$46.99 

WCW NWO Live 

12/98 

$45.99 

Death Crusader 

10/98 

$44.99 

Kagero: Deception 2 

10/98 

$43.99 

PaRappa the Rapper 2 

10/98 

$44.99 

Xenogears 

10/98 

$46.99 


NINTENDO 64 


SATURN 


AirBoardin' USA 

11/98 

$54.99 

Hype:Time Quest 

01/99 

$66.99 

Albert Qdyssey 

07/97 

$36.99 

Banjo-Kazooie 

07/98 

$52.99 

Int'l Super Soccer 98 

09/98 

$56.99 

Burning Rangers 

06/98 

$49.99 

Blues Brothers 2000 

12/98 

$66.99 

Jeff Gordon Racing 

03/99 

$66.99 

Crypt Killer 

04/97 

$19.99 

Body Harvest 

10/98 

$58.99 

Jeopardy 

03/98 

$54.99 

Dark Savior 

12/96 

$26.99 

Bomberman Hero 

09/98 

$52.99 

Knife Edge 

09/98 

$49.99 

Darklight Conflict 

08/97 

$39.99 

Buck Bumble 

10/98 

$62.99 

Legend Mystical Ninja 64 06/98 

$59.99 

Enemy Zero 

12/97 

$31.99 

Castlevania 64 

02/99 

$56.99 

Legend River King 

02/99 

$54.99 

FIFA Soccer 98 

12/97 

$44.99 

Chopper Attack 

07/98 

$49.99 

Legend of Zelda 

11/98 

$64.99 

Hexen 

04/97 

$19.99 

Conker's Quest 

01/99 

$53.99 

Lost World 

10/98 

$66.99 

House of the Dead 

05/98 

$44.99 

Cruis'n the World 

10/98 

$52.99 

Madden Football 99 

09/98 

$53.99 

Legend of Oasis 

08/96 

$45.99 

Deadly Arts 

09/98 

$56.99 

Magical Tetris Mickey 

12/98 

$64.99 

Madden FB 98 

11/97 

$43.99 

Diddy Kong Racing 

12/97 

$42.99 

Micro Machines 

11/98 

$52.99 

Magic Knight Rayearth 

10/98 

$52.99 

Dual Heroes 

09/98 

$69.99 

Mission Impossible 

08/98 

$64.99 

Mega Man X4 

10/97 

$37.99 

Earthworm Jim 

12/98 

$58.99 

Mortal Kombat 4 

06/98 

$52.99 

NBA Live '98 

12/97 

$43.99 

Extreme G 2 

10/98 

$64.99 

NASCAR 99 

09/98 

$54.99 

Nights W/3D Control Pad 

08/96 

$34.99 

FI World Grand Prix 

07/98 

$62.99 

NBA Live 99 

11/98 

$54.99 

Panzer Dragoon Saga 

05/98 

$52.99 

FIFA Soccer 99 

12/98 

$54.99 

NFL QB Club 99 

10/98 

$64.99 

Road Rash 

06/96 

$49.99 

FOX Spit Coll. Hoops 99 

11/98 

$68.99 

Perfect Dark 

02/99 

$62.99 

Sega Ages 

11/97 

$39.99 

Fighting Force 64 

10/98 

$59.99 

Roadsters 98 

11/98 

$66.99 

Shining Force 3 

08/98 

$42.99 

Flying Dragon 

10/98 

$54.99 

Snowboard Kids 2 

02/99 

$56.99 

Shining Holy Ark 

07/97 

$46.99 

GT Racing 

09/98 

$55.99 

Top Gear Overdrive 

11/98 

$54.99 

Sonic R 

11/97 

$42.99 

Golden Eye 007 

09/97 

$42.99 

Turok Dinosaur Hunter 2 

10/98 

$64.99 

World Series BBall 98 

07/97 

$32.99 

Hercules 

01/99 

$66.99 

WCW/NWO Revenge 

10/98 

$64.99 

Worldwide Soccer '98 

11/97 

$29.99 

COMPUTER GAMES & HARDWARE 

Software 


Grim Fandango 

10/98 

$39.99 

Starcraft Brood Wars 

10/98 

$29.99 

1943 Euro Air War 

09/98 

$45.99 

Half Life 

10/98 

$48.99 

Starcraft BttI Chest 

10/98 

$65.99 

Age of Empires 

10/97 

$29.99 

Heavy Gear 2 

11/98 

$45.99 

Starcraft Retribution 

10/98 

$19.99 

Asteroids 

11/98 

$35.99 

Heretic 2 

11/98 

$47.99 

Starcraft Stilr Forces 

10/98 

$18.99 

Baldur's Gate 

11/98 

$44.99 

Heroes of M & M 3 

11/98 

$44.99 

Starsiege 

11/98 

$45.99 

Beavs & Btthd Bhie in 1 

12/98 

$16.99 

Indy Jones InfrnI Mchne 02/99 

$48.99 

Tiger 99 

08/98 

$42.99 

Big Air 

12/98 

$37.99 

KQ8;Mask of Eternity 

11/98 

$48.99 

Tomb Raider 3 

11/98 

$39.99 

Blood 2 

10/98 

$39.99 

LEGO MindStorms 

11/98 $149.99 

Ultima Online; 2nd Age 

10/98 

$44.99 

C & C 2: Tiberian Sun 

10/98 

$48.99 

Madden NFL 99 

09/98 

$42.99 

Unreal 

06/98 

$34.99 

Carmageddon 2 

12/98 

$44.99 

Mega Man X 4 

09/98 

$39.99 

Unreal Mega Pak 

12/98 

$47.99 

Centipede 

10/98 

$37.99 

Might & Magic 6 

04/98 

$37.99 

Warcraft 2 Platinum 

11/98 

$39.99 

Choplifter 

12/98 

$44.99 

Monster Truck Madnss 2 07/98 

$46.99 

World Cup 98 

05/98 

$44.99 

Commandos 

09/98 

$29.99 

Motocross Madness 

08/98 

$44.99 

WW II Fighters 

10/98 

$44.99 

Curse of Monkey Isle 

11/98 

$19.99 

Myth 2 

11/98 

$43.99 

X-Wing Collector's Srs 

06/98 

$29.99 

Descent 3 

12/98 

$48.99 

NBA Live 99 

10/98 

$42.99 

Hardware 


Descent Freespace 

06/98 

$29.99 

NCAA Football 99 

09/98 

$42.99 

Canopus Pure 3D 2 12MB06/98 $299.00 

Descent Freespc Exp Pk 

09/98 

$19.99 

Need for Speed 3 

09/98 

$42.99 

Canopus Spectra 2500 

10/98 $189.99 

DF Jedi Knight W/ Sith 

09/98 

$39.99 

NHL Hockey 99 

09/98 

$42.99 

CH Pro Throttle 

03/96 

$84.99 

Diablo 2 

03/99 

$48.99 

Quake 2 

12/97 

$39.99 

Diamnd Viper V550 PCI 

01/99 $189.99 

Drakan 

01/99 

$39.99 

Quake 2 Bundle Pack 

01/99 

$47.99 

Logtch WingMan Force 

10/98 

$94.99 

Duke Nukem Forever 

12/98 

$48.99 

Quake 2 M Pk 1 or 2 ea 

06/98 

$24.99 

Mad Catz Panther XL 

01/98 

$62.99 

Dune 2000 

09/98 

$39.99 

Quest for Glory 5 

11/98 

$48.99 

MS Sidewinder FF WhI 

09/98 $169.99 

EverQuest 

02/99 

$44.99 

Rainbow Six 

08/98 

$29.99 

MS SideWndr Prc Pd USB09/98 

$65.99 

Fallout 2 

10/98 

$44.99 

Return to Krondor 

11/98 

$45.99 

PDPI L4 Dig Game Card 

08/98 

$79.99 

FIFA Soccer 99 

11/98 

$42.99 

Settlers 3 

10/98 

$35.99 

Saitek R4 Frc Fdbk Wl 

10/98 $169.99 

Rnal Fantasy VII 

06/98 

$32.99 

SimCity 3000 

10/98 

$44.99 

Saitek X-36 Cont Sys 

05/98 $107.99 

Force Commander 

02/99 

$49.99 

Sin 

10/98 

$45.99 

TM Frag Master 

10/98 

$65.99 

Grand Prix Legends 

10/98 

$44.99 

South Park 

04/99 

$43.99 

TM Nascar Racng WhI 

11/97 $118.99 

Grand Theft Auto 

03/98 

$37.99 

Starcraft 

04/98 

$36.99 

TM Nscr Frc GT Reg WhI 09/98 $149.99 


BOARD GAMES 



1830 RR & Rbbr Brons 
Airlines 

Awful Green Things 
Axis & Allies 
Battletech 4th Ed. 

Cthulhu Cults Across Amer.09/98 $36.99 
Deluxe Diplomacy 12/94 $41.99 
Dinosaurs Lost World 01/95 $29.99 
Hercules Legndry Journy 08/98 $24.99 
Hobbit Adventure 06/95 $32.99 
Lionheart 10/97 $35.99 

Monopoly Deluxe 05/98 $29.99 
Monsters Ravage America 08/98 $32.99 
Necromunda 11/95 $59.99 

Prncss Ryan Star Marines 07/97 $44.99 
Risk 

Robo Rally 
Samurai Swords 
Scrabble DIx 
Starship Troopers 
Stratego 

Warhammer Fantasy 
Wizards Quest 



HINT BOOKS 


Alien Resurrection 01/99 i 

Armored Core Proj Phntsm09/98 3 
Bomberman World 10/98 3 

Breath of Fire 3 06/98 3 

Brigandine 12/98 3 

C & C Red AIrt Retitn 09/98 3 

Castlevania 64 11/98 3 

Conker's Quest 12 Tales 01/99 3 

Final Fantasy 7 11/97 3 

Fifth Element 10/98 3 

Goldeneye 10/97 3 

Granstream Saga 06/98 3 

Kartia 09/98 3 

Legacy Kain Soul Reaver 01/99 3 

Legend of Zelda 64 11/98 3 

Lunar; Silver Star Comp 09/98 3 

Metal Gear Solid 11/98 3 

Mission Impossible 07/98 3 

Mortal Kombat 4 06/98 3 

Ninja 09/98 3 

Silent Hill 01/99 3 

Spyro the Dragon 09/98 3 

Suikoden2 11/98 3 

Tomb Raider 3 11/98 3 

Turok2 10/98 

Unholy War 10/98 3 

WCW/NWO Revenge 10/98 3 

X-Men Vs. Street Fighter 07/98 3 

Yoshi's Story 64 04/98 


Visa, MC & Discover accepted. Checks held 4 weeks. Money Orders under $200 same as cash. COD $8. Price, release, availability, shipping times 
& offer not guaranteed & are subject to change at any time. Hardware may require added S&H. Within 10 days defectives repaired or replaced at 
our discretion. After 10 days the manufacturer’s warrantee applies. All sales final. S&H calculated on a per order, per shipment, and per item basis. 
The "per order" charge is charged once per order placed, the "per item" charge 
is charoed once for each item ordered and the "per shipment" charge is 
charged once for each shipment we make to vou. For each US order $10.00 
will be allocated to a 12 issue subscription to Computer Games Strategy Plus. 

Call for details. 


01996 CHIPS & BITS. INC. 


Per Order 
Per Shipment 
Per Item 


Standard Priority 

U.S. Mail U S. Mail 
ZdDDaxs 2-3 Days 

$1.00 ^.00 

$1.25 $1.00 

$0.75 $1.00 


$5.00 

$i:oo 


$13.00 

$2.00 


4-7 Days 7-14 Days 
$ 2 ^ $ 2.00 


$2.00 

~ 2.00 


$2.00 

$6.00 


‘LUNAR SILVER STAR' 

Join Alex as he begins | 
a quest to save the land 
from the crushing 
advance of the Magic 
Emperor. Explore dun- 
geons, fight monsters, 

& gather information 
as you advance toward 
the explosive con- 
frontation with the 
Emperor himself! 
Features menu-driven 
combat & over 45 min- 
utes of awesome ani- 
mation sequences! 

Working Designs 


'STAR WARS: ROGUE SQUADRON' I 

Defend the Rebel Alliance in X- 1 
I Wings, Y-Wings, A-Wings, & V- 
Wings against TIE Fighters, AT-ATs & I 
AT-STs. Many missions ranging from I 
' rescue to reconnaissance, dogfights I 
I to search & destroy. Explore the plan- 1 
ets Kessel, Tatooine & Mon-Calamari. [ 
Multi-objective missions & precise | 
I control make this game stand out. 

L uca s Arts (Simuiation) | 

N64 12/98 

PC CD 11/98 


I Nintendo (Simuiation) 
I Release: 11/98 
N64 




'F-ZERO X’ If you gotl 
queasy from playing the! 
original F-Zero, wait till 
you play F-Zero X! Parti 
of the reason F-Zero x| 
screams so loud is the! 
game's 60 frames perl 
second frame rate. Even I 
with 30 hover cars on I 
the screen, there is no I 
sign of a slow-down. I 
Four player split screen I 
is perhaps the most I 
playable multi-player| 
race ever. 


‘KNOCKOUT’ features an impres- 1 
sive array of 38 famous boxers, I 
including Muhammad Ali, Evanderl 
Holyfield, Sugar Ray Leonard,! 
Larry Holmes, & more. See howl 
today's boxers would fare against I 
the greats from the past (Joel 
Louis, Rocky Marciano, Jake| 
LaMotta and Jack Dempsey). 

EA Sports (Sports) | 

PSX 11/98 
<?a^PCCD 11/98 



'BRIGANDINE' Featuring 
fully polygonal 3-D battle 
scenes, proportional sized 
characters, over 30 hours of 
gameplay for each of the five 
characters, multiple class 
changes even for monster 
characters, participate in 
side quests to enhance the 
story & gain special items. 
Become a Knight of the Rune 
& participate in the war. 
Atius (Roleplaying) 
Release; 11/98 
PSX 


'BRAVE FENCER MUSASHI' is I 

an action RPG with pure fun I 
and excitement. The two-f 
sworded, left-handed fencer! 
named Musashi is a sum-[ 
moned hero who must go| 
through various fields to solve I 
puzzles. Acquiring his oppo-f 
nents' fighting tactics through | 
the 'Learning System," he I 
struggles to return to his origi- " 
nal world. 

Electronic Arts (RPG)| 
e;11/9M 


Release;1 











ComepDistributors CepwpDistributors CopnerDistributors CoroerDistributors ComepDistributors CornepDistributors CapnerDistributors 


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MONTH'S 

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•KOF 97 (PS) $39 

•Pocket Fighters (PS) $29 

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• Burning Rangers ($S) $29 

•Panzer Dragon RPG (SS) . . .$29 


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BRESoftware.Com 

E-Mail: info@bresoftware.com / Automated Info: sales@bresoftware.com w«t(0r 

Win a Dreamcast Orders 

(209) 432-2684 


See Details and Enter on our website 


$5.00 OFF 


■ Return this coupon with your next mail order (not valid on phone or | 
online orders) and receive $5.00 OFF your purchase. Please list I 

■ alternative titles when ordering by mail. Not valid with any other offers, i 
sales or specials. This coupon is valid through 12/31/98. No copies I 


I accepted. GR 12 


CA$H for your old games/systems 

Receive a check back or purchase other titles of your choice - Prices in this ad good thru Dec 31, 1998 
New Games Available for PlayStation and Nintendo 64 - Call for latest titles and items not listed below 


fl* 


1942 SERIES 
SF 2 COLLECTION 
CARDINAL SYN 
CARMEGEDDON2 
CARNAGE HEART 
CAROM SHOT 


29.95/15.00 FIFA 99 
34.95/16.00 FIFTH ELEMENT 
29.95/12.00 FIGHTING FORCE 
34.95/16.00 FINAL DOOM 
24.95/1 2.00 FINAL FANTASY VII 
34.95/16.00 OFFICIAL GUIDE 


CART WORLD SERIES 24.95/10.00 FINAL FANTASY 


PlayStation n 


MONOPOLY 

34.95/15.00 MONSTER RANCHER 
34.95/16.00 MORTAL KOMBAT 3 
34.95/16.00 MORTAL KOMBAT 4 
24.95/12.00 STRATEGY GUIDE 
29.95/14.00 MOTO RACER 
34.95/14.00 MOTO RACER 2 
12.95/3.00 MOTOR TOON G.P. 

MOTORHEAD 
29.95/14.00 MYST 


29.95/12.00 RESIDENT EVIL 2 
24.95/12.00 STRATEGY GUIDE 
17.95/8.00 RETURN FIRE 
34.95/16.00 RIDGE RACER REV. 

9.95/2.00 RISK 
24.95/10.00 RIVAL SCHOOLS 
34.95/16.00 RIVEN 
24.95/10.00 ROAD RASH 
34.95/16.00 ROAD RASH 3D 
34.95/15.00 ROBOPIT 


CASPER 19.95/8.00 TACTICS 

CASTLEVANIA 29.95/14.00 OFFICIAL GUIDE 

CENTIPEDE 34.95/16.00 FORMULA 1 

CHESSMASTER 24.95/12.00 FORMULA 1 CHAMPED. 24.9»i 2.66 VOLUME 

^ CHRON. OF SWORD 29.95/14.00 FORMULA 1 '98 34.95/16.00 VOLUME 2 

WeSell Used/We Buy c/flcu/TflR£4/<ffls 34.95/16.00 forsaken 29.95/14.00 volumes 

2XTREME 17.95/7,(M CITY OF LOST CHILD. 29.95/14.00 FOX SPORTS GOLF 99 29.95/14.00 VOLUME4 

ADIDAS PWR SOCCER 17.95/7.00 CLOCKTOWER 29.95/14.00 FOX SPORTS HOCKEY 29.95/14.00 VOLUME5 

AIR COMBAT 17.95/7.00 CLOCK TOWER II 34.95/18.00 FOX SPORTS SOCCER 29.95/14.00 NANOIEK WARRIOR 

ACECOMBAT2 29.95/14.00 CODENAME: TENKA 19.95/10.00 FOX SPORTS TENNIS 29.95/14.00 NASCAR RACING 

ACTIVISION CLASSICS 29.95/14.00 COLONY WARS 29.95/14.00 FREESTYLE BOARDIN' 34.95/16.00 NASCAR RACING '98 

AKUJU HEARRESS 34.95/1600 COLONY WARS VENG. 34.95/18.00 FROGGER 

ALIEN TRILOGY 19.95/7.00 COMMAND 4 CONQUER 24.95/12.00 FUTURE COP LAPD 

ALL STAR TENNIS '99 29.95/14.00 RED ALERT 29.95/14.00 G DARIUS 

ALLIEDGENERAL 19.95/10 00 RETALIATION 34.95/18.00 G POLICE 

19.95/8.00 CONGO 24.95/8.00 G SHOCK 

2995/1400 CONSTRUCTOR 34.95/16.00 GALLOP RACER 

1 9 95/1 0'OO CONTRA LEGACY WAR 24.95/12.00 GAME OF LIFE 

34.95/16 00 COOLBOARDERS 19.95/8.00 GAME SHARK W/BOOK 34.95/15.00 NBA LIVE 99 
29.95/14.00 COOLBOARDERS 2 19.95/10.00 GAME SHARK NBA SHOOTOUT '98 

‘‘r,Aonroc, 34.95/16.00 ENHANCEMENTCD 14.95/7.00 NBASHOOTOUT99 

24.95/12.00 GEX 19.95/8.00 NBA TONIGHT 

34.95/16.00 GEX ENTER GECKO 29.95/14.00 NCAA FOOTBALL '98 
17.95/8.00 GHOST IN THE SHELL 24.95/12.00 NCAA FOOTBALL '99 
34 95/1600 CRASH BANDICOOT 2 19.95/8.00 GHOST RIDER 29.95/14.00 NCAA GAMEBRKR '98 

34.95/16.00 CRASH BANDICOOT 3 34.95/20.00 GHOULS S GHOSTS 34.95/16.00 NCAA GAMEBRKR 99 34.95/14.00 SMYER 

29.95/14.00 CRIME KILLER 34.95/16.00 GLOBAL DOMINATION 34.95/16.00 NECRODOME 29.95/14.00 SMALL SOLDIERS 

29.95/14.00 CRITICALDEPTH 24.95/12.00 GOALSTORM'97 19.95/8.00 NEEDFORSPEED 19.95/8.00 SOULBUDE 

29.95/14.00 CROC 24.95/12.00 GaDENGOALSOCCER34.9SI\tOO NEED FOR SPEED 2 24.95/12.00 SOVIETSTRIKE 

19.95/8.00 CROWCITYOF ANGELS 24.95/12.00 GOLDEN NUGGET 34.95/15.00 NEED SPEED V-RALLY 24.95/12.00 SPACE JAM 

34 95/16 00 CRUSADER NO REM. 19.95/8.00 GRAND THER AUTO 34.95/16.00 NEED FOR SPEED 3 34.95/16.00 SPAWN 


29.95/14.00 TWISTED METAL2 
9.95/2.00 TWISTED METAL 3 
19.95/8.00 UNHOLY WAR 
24.95/12.00 UPRISING X 
34.95/16.00 VANDAL HEARTS 
29.95/14.00 VIGILANTE 8 
34.95/15.00 VIRTUAL POOL 
19.95/8.00 V/V4 SOCCER 
39.95/18.00 VIVIDRACING 
14.95/6.00 VMX RACING 
34.95/16.00 VR BASEBALL '99 
29.95/15.00 VR FOOTBALL 99 
39.95/18.00 VR GOLF 97 
34.95/16.00 VS 
34.95/16.00 WAR GODS 
34.95/16.00 WARCRAFTII 
34.95/16.00 WARGAMES 
19.95/8.00 WARGODS 
29.95/14.00 WARHAMMER 
9.95/2.00 WARHAMMER 


ALONE IN THE DARK 
ALUNDRA 
ANDRETTI RACING 
APOCALYPSE 

ARCADE'S GREAT #1 

ARCADE'S GREAT #2 29.95/14.00 COOLBOARDERS 3 

AREA 51 19.95/10.00 COURIER CRISIS 

ARMORED CORE 24.95/12.00 COVERTWARS 
PROJECT PHANTASM 34.95/16.00 CRASH BANDICOOT 
ARMY MEN 3D .n.cu 


ROLL AWAY 

34.95/14.00 ROM. 3 KINGDOMS 4 
34.95/14.00 ROSCOMCOUEEN 
34.95/14.00 RUG RATS 
29.95/12.00 RUNNING WILD 
34.95/14.00 RUSH AMERICA 
24.95/12.00 RUSH HOUR 
19.95/8.00 SAGA FRONTIER 

-. - -- 29.95/12.00 STRATEGYGUIDE 

29.95/14.00 NASCAR RACING '99 39.95/20.00 SAMURAI SHODOWN 3 29.95^14.00 DARK OMEN 

29.95/15.00 NATIONAL HOCKEY NT 34.95116.00 SAN FRANCISCO RUSH 29.95/14.00 W4RR4WK2 

29.95/14.00 NBA FAST BREAK 99 34.95/16.00 SCARS 34.95/16.00 WARRIORS OF FATE 34:95/16!66 QUAKE 

24.95/12.00 NBA HANGTIME 19.95/8.00 SENTIENT 24.95/12.00 WCWNITRO 24.95/1000 0UA/fE2 

34.95/16.00 NBA IN THE ZONE '98 29.95/12.00 SENTINAL RETURNS 29.95/14.00 WCWVS.WORLD 24.95/10.00 OUEST64 

— — . 19,95/8.00 SHADOWGUNNER 29.95114.00 WCW VS. VYORLDUVE 34.95120.00 RALLY RAONG 

19.95/6.00 SHADOW MASTERS 

34.95/18.00 SHAOLIN 
19.95/6.00 SHIPWRECKERS 
34.95/16.00 SILENT HILL 


19.95/8.00 MK TRILOGY 
34.95/20.00 MORTAL KOMBAT 4 44.95/24.00 

29.95/14.00 MULTI RACING CHAMP 34.95/16.00 
34.95/18 00 MYSTICAL NINJA 39.95/22.00 
24.95/12.00 NAGANO WINTER OLY. 39.95/18.00 
29.95/14.00 NASCAR '99 44.95/25.00 

34.95/15.00 NBACOURTSIDE 34.95/16.00 
29.95/14.00 NBA HANGTIME 29.95/12.00 
34.95/16.00 NBA IN THE ZONE '98 29.95/14.00 
24.95/12.00 NBA JAM '99 49.95/28.00 

29.95/14.00 NBA LIVE '99 49.95/28.00 

29.95/1 4.00 A/fl4 POWER PORW4RD49.95/24.00 
19.95/8.00 NFL BLITZ 49.95/26.00 

29.95/14.00 NFLQ-BACKCLUB'98 29.95/12.00 
19.95/8.00 NFLQ-BACKCLUB99 49.95/28.00 
29.95/14.00 NHL '99 49.95/26.00 

34.95/16.00 NHL BREAKAWAY 99 39.95/20.00 
19.95/8.00 NIGHTMARE CREAT. 44.95/24.00 
29.95/1 4.00 OFF ROAD CHALLENGE 39.95/20.00 
OLYMPIC HOCKEY '98 29.95/12.00 
24.95/12.00 PENNY RACERS 44.95/26.00 
34.95/16.00 PILOTWINGS64 


39.95/20.00 
39.95/20.00 
44.95/26.00 
44.95/22.00 

_ 44.95/26.00 

24.95/12.00 WHEEL OF FORTUNE 34.95/16.00 RAMPAGE WORLD TR 39.95/20.00 
34.95/16.00 W/L09S 39.95/20.00 RAT ATTACK 44.95/24.00 

24.95/12.00 WILD ARMS 24.95/12.00 ROADSTER 98 44.95/26.00 

34.95/16.00 STRATEGYGUIDE 9.95/2.00 ROBOTRON64 29.95/12.00 

34.95/16.00 SILHOUETTE MIRAGE 29.95/14.00 WING COMMANDER 3 24.95/12.00 RUSH 2 EXTREME RAC. 39.95/22.00 

19.95/6.00 SIMCITY2000 34.95/14.00 WING COMMANDER 4 29 95/14 00 RUSH AMERICA 44 95/24 00 

- 29.95/14.00 SAN FRANCISCO RUSH 39.95/20.00 


19.95/8.00 GRAND TOUR RACING 24.95/1 ZOO NEWMANN HAAS RAC. 24.95/12.00 SPECIAL OPS 


34.95/16.00 SPICEWORLD 
9.95/2.00 SPIDER 
14.95/4.00 SPIRITMASTER 


ASSAULT 
ASTEROIDS 
ATARI COLLECT. #1 
ATARI COLLECT. #2 
AUTODESTRUCT 

AZURE DREAM 

BACKSTREET BILLARDS34.95I1B.OO CRYPT KILLER 

BALLBLAZER CHAMP 17.95/6.00 0 29.95/12.00 GRANTURISMO 

BASS LANDING 39.95/20.00 DAREDEVIL DERBY 3D 19.95/8.00 STRATEGYGUIDE 

fl4SS MASTEflSCMSS. 39.95/18.00 DARK FORCES 29.95/14.00 GRANSTREAM SAGA 

BATMANS ROBIN 29.95/14.00 DARK GUNS 34.95/16.00 STRATEGYGUIDE 

BATMAN FOREVER 24.95/12.00 DARKUGHT CONFLICT 19.95/8.00 GUILYGEAR 

BAHLE ARENA TOSH 2 19.95/8.00 DARKSTALKERS 19.95/8.00 6U/VDAW 

BAHLE ARENA TOSH 3 29.95/14.00 DARKSTALKERS 3 34.95/16.00 HAR^LLB 

BATTLE STATIONS 1 9.95/1 o.OO DEAD BALL ZONE T: 

BATTLESHIP 34.95/18.00 DEAD IN THE WATER 34.95/16.00 HEAVYGEAR 

BATTLESPORT 19.95/10.00 DEAD OR ALIVE 24.95/12.00 HERO'S ADVENTURE 

BEASTWARS 19.95/10.00 DEADUNITY 34.95/15.00 HERCULES 

BEAVISSBUTTHEAD 34.95/16.00 DEATHTRAP DUNGEON 24.95/12.00 HEXEN 

BEYOND THE BEYOND 29.95/14.00 DECEPTIONII 39.95/20.00 HOTSHOTSGOLF o,L...unv 

BIG AIR SNOWBOARD 34.95/16.00 DESCENT MAXIMUM 29.95/14.00 IGGYS RECKIN' BALLS 29.95/14.00 NORSE BY NORSEWST 29.95/12.00 


34.95/16.00 NFL BLITZ 
9.95/2.00 STRATEGYGUIDE 
34.95/18.00 NFLGAMEDAY'OT 
9.95/2.00 NFLOAMEDAY-OB 
34.95/14.00 NELGAMEDAY-OO 
34.95/16.00 NFLXTREME 
29.95/14.00 NHL -OS 


29.95/14.00 NHL FACE OFF '98 
29.95/14.00 NHL FACE OFF 99 
24.95/10.00 NHLPOWERPLAY'98 
34.95/15.00 NIGHTMARE CREAT. 


34.95/16.00 WORLD CUP GOLF 
34.95/18.00 WORMS 
24.95/12.00 WRECKING CREW 
24.95/10.00 WWF ARCADE GAME 
19.95/8.00 WWF IN YOUR HOUSE 
24.95/12.00 WWFWARZONE 
34.95/14.00 STRATEGYGUIDE 

24.95/12.00 X GAMES PROBOARDER34.95I16.00 W/RUMBLEPAK 
24.95/12.00 X MEN CHILDREN ATOM 29.95/14.00 S7/I//W4PS 
34.95/16.00 X MEN VS ST FIGHTER 29.95/14.00 ROGUE SOUADRON 49.95/28.00 
19.95/6.00 SPOT GOES TO HOLLY. 17.95/8.00 Xf /VO GE4PS 34.95/16.00 STAR WARS 

34.95/18.00 SPYRO THE DRAGON 29.95/14.00 STRATEYGUIDE 9.95/2.00 SHADOWS OF EMPIRE 29.95/1 4.00 
29.95/12.00 STARGUDIATOR 17.95/6.00 Call forTItleS Not Listed SUPERMARI064 34.95/16.00 

o, 49.95/26.00 


34.95/16.00 SCARS 
29.95/14.00 SHADOVYGATE64 
29.95/14.00 SILICON VALLEY 
29.95/14.00 SNOWBOARD KIDS 
17.95/8.00 SOUTH PARK 
17.95/8.00 SPACE STATION 
34.95/18.00 STAR FOX 64 
9.95/2.00 NO RUMBLE PAK 


44.95/24.00 

44.95/26.00 

44.95/26.00 

29.95/12.00 

44.95/24.00 

44.95/25.00 


19.95/7.00 STARCON 
24.95/8.00 STARFIGHTER 
34.95/15.00 STARWINDER 
24.95/8.00 STEEL HARBINGER 
24.95/10.00 STEEL REIGN 


BIOFREAKS 
BLACK BASS 
BLACK DAWN 
BLAST RADIUS 
BUSTO 

BLAZING DRAGONS 
BLOODY ROAR 
BOGEY DEAD 6 
BOMBERMAN 
FANTASY RACE 


17.95/8.00 IMPACT RACING 

34'95/16 00 DESTRUCT.DERBY2 19.95/8.00 INCREDIBLE HULK 

24 95/1 2 00 devil DICE 29.95/15.00 INCREDIBLE IDIOTS 

3495/1800 OIABLO 29.95/14.00 INDEPENDENCE DAY 

17 95/600 diabolical ADVSTOBU34.95I10.00 INTELLIGENT QUBE 
34 95/16 00 diehard TRILOGY 19.95/8.00 INTL RALLY CHAMP 

29 95/14 00 DISCWORLD 29.95/14.00 INTL SUPERSTAR 

19’95/10'00 DISCWORL02 34.95/16.00 SOCCER '98 

2995/14 00 DISNErS MAGICAL INTL TRACK & FIELD 

TCTOIC /'Uil I 


19.95/8.00 NUCLEAR STRIKE 
24.95/12.00 ODD WORLD 
34.95/14.00 ABE'S OODYSEE 
29.95/14.00 ODDWORLD 
24.95/12.00 ABE'S EXODUS 
34.95/16.00 ODT 

OFF WORLD INTER. 
29.95/14.00 OGRE BATTLE 


29.95/14.00 STREET FIGHTER 
ALPHA 

19.95/8.00 ALPHA 2 

COLLECTION 

34.95/16.00 COUECTION2 
34.95/1 6.00 STREET FIGHTER EX+ 


29.95/14.00 

17.95/6.00 

17.95/6.00 

17.95/6.00 

29.95/12.00 

34.95/16.00 


N64 


SUPERMAN 64 

SURVIVOR DAY ONE 39.95/22.00 
TETRISPHERE 39.95/18.00 
TONIC TROUBLE 44.95/24.00 
TOP GEAR RALLY 34.95/16.00 
TOP GEAR OVERDRIVE 44.9JV26.00 
TUROKDINO HUNTER 34.95/16.00 
TUROK 2 SEEDS EVIL 44.96/28.00 

STRATEGYGUIDE 

TWISTED EDGE 


19.95/8.00 OLYMPIC SUM. GAMES 19.95/8.00 STRIKE POINT 


We Sell Used /We Bui 

19.95/8.00 IO8OSNOWBOARDING 39.95/20.0. 

29.95/12.00 AEROGAUGE 39.95/20.00 VIRTUALCHESS 

34.95/15.00 AEROFIGHT. ASSAULT 34.95/16.00 VR POOL 64 
34.95/15.00 AIRBOARDIN'USA 44.95/26.00 WAIALAEGOLF 
29.95/14.00 ALL STAR BASEBALL '99 39.95/20.00 WARGODS 
19.95/7.00 STREETFIGHTERMOVIE 17.95/6.00 ALL S7AflTP/V/V/S 99 3995/2000 WAVE RACE 64 
39.95/18.00 STREET RACER 19.95/8.00 BANJA KAZOOIE 3995/1800 WAYNE GRETZKY 


29!95/14;00 T^R^CHALLENGE 29.95/15.00 iWASmFRMBEYONDdA^^ ONE iaOSaOC SUIKODEn"" 

?'§RyPTOR irons BLOOD OVERBLO 9P 24.95/12.00 SUPER PUZZLE FIGHT. 34.95/14.00 BLAST CORPS 


34.95/16.00 DOLPHIN'S DREAM 

BOMBERMAN WORLD 29.95/14.00 DOOM 
BOnOM OF THE 9TH '97 19.95/8.00 DRAGON SEEDS 


34.95/16.00 IRON MANX-0 MAN 19.95/10.00 PACMAN3D 34.95/16.00 SUPERMAN 

24.95/12.00 JEFF GORDON RACING 39.95/20.00 PAC MAN GHOST ZONE 34.95/14.00 SWAGMAN 


BRAHMA FORCE 
BRAVE FENCER 
BRAVO AIR RACE 
BREATH OF FIRE 3 
STRATEGYGUIDE 
BRIGANDINE 
BROKEN HELIX 
BROKEN SWORD 


29.95/14.00 JEOPARDY 
39.95/16.00 JEREMY MCGRATH 
29.95/12.00 SUPER CROSS '98 
29.95/14.00 JERSEY DEVIL 
39.95/20.00 JET MOTO 

995/200 DUNGEON KEEPER II 34.95/16.00 JETMOT02 

34.95/16.00 dynasty WARRIORS 29.95/14.00 JOHNNY BAZOOKATONE 19.95/7.00 PENNYRACERS 

24.95/12.00 earthworm JIM 3D 39.95/20.00 JUDGE DREDD 19.95/8.00 PERFECT WEAPON 

24.95/12.00 eggs OF STEEL 34.95/16.00 JUMPING FLASH 2 17.95/8.00 PERSONA 

cikiuAMr\ro 


19.95/8.00 dragonballgt 

34.^16.00 DRAGONHEART 
24.95/12.00 DUKENUKEM 
34 95/1 6 00 DME TO KILL 


34.95/16.00 PANDEMONIUM 19.95/8.00 SYNDICATE WARS 

PANDEMONIUM 2 29.95/12.00 SYPHON FILTER 

34.95/15.00 PANZER GENERAL 24.95/12.00 TACTICS OGRE 

34.95/15.00 PARAPPATHERAPPA 29.95/14.00 TAIFU 

17.95/8.00 PARASITE EVE 37.95/20.00 TAIL OF THE SUN 

19.95/8.00 PEAK PERFORMANCE 19.95/8.00 TALES OF DESTINY 


34.95/16.00 BODY HARVEST 
24.95/12.00 BOMBERMAN 64 
24.95/12.00 BOMBERMAN HERO 
34.95/16.00 BUCKBUMBLE 
34.95/16.00 BUST A MOVE II 
34.95/16.00 BUST A MOVE III 
29.95/14.00 CAESAR'S PALACE 
34.95/18.00 CASTLEVANIA 

34.95/16.00 TEAM LOSIRC RACING 34.95/16.00 CHAMELEON TWIST 
19.95/8.00 TECMO STACKERS 29.95112.00 CHARLIE BLAST CHALt'^^mloQ ZELDA 
29.95/14.00 TECMOSL/PERBOWiZ 34.96/15.00 CHOPPER ATTACK 3495/16 00 SURVIVAL GUIDE 


39.95/20.00 
44.95/26.00 
44.95/25.00 
29.95/12.00 
34.95/16.00 
29.95/12.00 

44.95/26.00 WAYNE GRETZKY '98 34.95/14.00 
39.95/20.00 WCWVSNWO 34.95/15.00 
29.95/12.00 WCWVS/VWO 

39.95/20.00 flEVE/VGf 49.95/28.00 

39.95/18.00 WETRIX 39.95/20.00 

39.95/20.00 WHEEL OF FORTUNE 39.95/20.00 
44.95/26.00 WIPEOUT64 44.95/26.00 

39.95/20.00 WORLD CUP '98 44.95/22.00 

44.95/25.00 WWFWARZONE 44.95/26.00 
49.95/28.00 STRATEGYGUIDE 9.95/2.00 

49.95/28.00 YOSHI'S STORY 34.95/18.00 
29.95/12.00 SURVIVAL GUIDE 9.95/2.00 


9.95/2.00 


BRUNSWICK BOWLING 39.95116.00 ^INHA^ER 29.9^12.00 JURASSIC PARK LW. 24.95/iO.OO PGA TOUR GOLF '96 19.95/8.00 TECMOWORLDGOLF 29.9^1400 CWYRGHT^ 34'95/i600 Call for Tdies Not Listed 

29.9ai4.00 3495114.00 conker 64 S9^26.M 


BUBSY3D 
BUGRIDERS 
BUGS LIFE 
BUSHIDO BLADE 
BUSHIDO BLADE 2 
BUST A MOVE 2 
BUSTER BROS COL. 


24.95/1200 ELMO'S LETTER JOURN.29.95112.00 KAGEROCASTLE 
2995/1400 ELMO'S NUMBER ADV. 29.95/12.00 OF DECEPTION 
34 95/1600 epidemic 19.95/8.00 KARTIA 

19.9S10.00 ESPN EXTREME GAMES 24.95/12.00 STRATEGYGUIDE 
34.9^18.00 EXCALIBUR2555AD 29.95/14.00 KlUINGZONE 


24^95/1 2^00 extreme PINBALL 

29 9^1400 fantastic FOUR 

C CONTRA ADVENTURE 24.95/10.00 FELONY11-79 
CAESARS PALACE 34.95/14.00 FIFA SOCCER '97 


No Boxes? 

No Instructions? 
No ProblemM! 


We buy the following games without boxes or instructions. 
The following are prices for cartridge or disc only. 


24.95/8.00 KING OF FIGHTERS 
19.95/8.00 KING'S FIELD 
24.95/12.00 KING'S FIELD II 
24.95/12.00 KLONOA 

KNOCKOUTKINGS 
KULA WORLD 
LEAGUE OF PAIN 
LEGACY OF KAIN 
LEGION 
LEMMINGS 
LEMMINGS 3D 


PGA TOUR GOLF '98 34.95/1 6.00 TEKKEN 

34.95/16.00 PITFALL 3D 24.95/12.00 TEKKEN 2 

39.95/18.00 POCKET FIGHTER 29.95/14.00 TEKKEN 3 
9.95/2.00 POINT BUNK W/GUN 49.95/25.00 STRATEGYGUIDE 

17.95/8.00 POOL HUSTLER 34.95/16.00 TEMPEST X 
19.95/8.00 POPULOUS3 39.95/20.00 TENPINALLEY2 

19.95/8.00 PORSCHE CHALLENGE 29.95/14.00 TENCHU 
24.95/12.00 POWER MOVE WREST. 24.95/12.00 STRATEGYGUIDE 
34.95/15.00 POWER RANGERS ZEO 24.95/12.00 TENNISARENA 
34.95/16.00 POWER SUVE 19.95/8.00 TEST DRIVE 4 

34.95/16.00 POWERSOCCER2 34.95/16.00 TESTDRIVES 


CA$H for 
systems 


17.95/6.00 CRUISINUSA 34.95/16.00 

19.95/8.00 CRUISIN WORLD 39.95/24.00 
34.95/15.00 DARK RIFT 29.95/12.00 

9.95/2.00 DEADLY ARTS 34.95/14.00 

19.95/8.00 DIDDY KONG RACING 39.95/20.00 
34.95/16.00 DOOM 64 29.95/14.00 

34.95/16.00 DOOM64ABSaUTION 39.95/20.00 
9.95/2.00 EARTHVYORMJIM3D 44.95/24.00 Genesis 
24.95/12.00 EXTREME G 34.95/16.00 SulwLlendo 

24.95/12.00 EXTREMEG2 44.95/25.00 ^ 

M.aa/ie.uo nJWtHSUUUtm 34.95/I6.00 test drive 5 34.95/16.00 FZE/?0 44 95/26 00 

17.95ffl.OO POWERBOAT RACING 29.95/14.00 TEST DRIVE OFF ROAD 2495/12.00 FI WORLD GRAND PRIX 44^24 W 

24.95/12.00 flOYPOYZ 29.95/14.00 7ESrO«/V£OFFflD2 34.95/18.00 FIFA INTL^ER64 ffi2^^ ’ 

34.95116.00 PREDATOR RACING 34.95/16.00 TETRIS CHALLENGE 34.95/16.00 FIFA ROAD TO THE fn, 

34.95/16.00 TETRIS PLUS 24.95/12.00 WORLDCUP'98 44.95/22.00 J^I^otSSpI^S^o 


24.95/10.00 PRO PINBALL 


Nintendo 8 bit (cartridge only)* 
Game Boy (cartridge only) 
Game Gear (cartridge only) 
Genesis (cartridge only) 

Super Nintendo (cartridge only) 
Saturn (disc only) 

PlayStation (disc only) 

Nintendo 64 (cartridge only) 


$0.50 

$ 2.00 

$ 1.00 

$ 1.00 

$3.00 

$ 2.00 

$ 6.00 

$ 10.00 


I LETHAL ENFORCER 1 &2 29.95/1 2.00 TIMESHOCK 

■ LOADED 

LODE RUNNER 
LUNAR 
MADDEN '97 
MADDEN '98 
MADDEN '99 
MAGIC CARPET 
MAGIC GATHERING 


19.95/8.00 THE FINAL ROUND 


34.95/16.00 THEME HOSPITAL 


* All Nintendo 8 bit games except Super Mario. Duck Hunt, 
Gyromite, Hogan's Alley and other zapper gun or power 


The above prices do not apply to demo discs, special 
offer/limited packaged games (Virtue Fighter Remix, etc.) 
and games that were included with systems. Extra 
Nintendo 64/PlayStation boxes and instructions will be 
purchased for $.50 each. Send your Genesis, Super 
Nintendo, Nintendo 64, Saturn and PlayStation games 
without boxes or instructions to the address to the right. 


Online Specials 
Secure Online Ordering 
New Releases & More 


29.95112.00 FIFA 99 44,95/26.00 

M9«12M ^ "umber or how much you wiHrecwe 

?? 95/1400 ^C//VG 34.95/16.00 THUNDER TRCKRAaY 24'.^1Z00 bVoRE sS’S'r sS 

39.95/22.00 Nintendo 64 


19.95/8.00 PROFESSIONAL SPORTS CAR THEME PARK 

29.95/14.00 RACING 34.95/16.00 THUNDER TRCK 

39,95/20.00 PROJECT HORNED OWL 17.95/6.00 THUNDERFORCE V 34,95/16.00 FORSAKEN 


19.95/6.00 PSYCHIC DETECTIVE 24.95/12.00 TIGERSHARK 


34.95/18.00 PSYCHIC FORCE 
29.95/14,00 PUNKY SKUNK 
29.95/14.00 QUAKE 2 
MAJOR LEAGUE SOC. 29.95/14.00 RAGE RACER 
MARCH MADNESS 19.95/8.00 RALLY CROSS 
MARVEL SUP. HEROES 29.95/14,00 RALLYCROSS2 


24.95/12,00 TIME COMMANDO 
24.95/12.00 TIME CRISIS W/GUN 
34.95/16.00 TINY TANK 34.95/16.00 GLOVER 

24.95/12.00 TNNHARDCORE4X4 24.95/12.00 GOLDEN EYE 007 
24.95/12.00 TOBALNO, 1 24.95112.00 GOLDEN NUGGET 

34.95/18.00 TOCA TOURING CAR 34.95/16.00 GT RACING 


MASS DESTRUCTION 24.95/12.00 RAMPAGE WORLD TR 29.95/14.00 TOKYO HWY BAHLE 


MASTERS MONSTERS 34.95/16,00 RASCAL 
MASTERS TERASKASI 29.95/14.00 RAT ATTACK 
MAXIMUM FORCE 24.95/12,00 RAY STORM 
MDK 24.95/12.00 RAY TRACERS 

MECHWARRIOR2 29.95/12.00 RAYMAN2 
MEDIEVIL 34.95/16.00 RC STUNT COPTER 

MEGAMAN 8 29.95/1 4.00 REBEL ASSAULT II 

MEGAMAN LEGENDS 34,95/16.00 REBOOT 


MEGAMAN X4 
METAL GEAR SOUD 
STRATEGYGUIDE 
MICRO MACHINES 
MK MYTHOLOGIES 
MK TRILOGY 
MLB '98 
MLB '99 

MONKEY HERO 


24.95/12.00 TOMB RAIDER 
34.95/1 6.00 STRATEGY GUIDE 
24.96/12.00 TOMB RAIDER 2 
24.95/1 2.00 STRATEGY GUIDE 
34.95/16.00 TOMB RAIDER 3 
34.95/16.00 STRATEGYGUIDE 
29.95/14.00 TOMBA 
24.95/12.00 TOP GUN 
34,95/14.00 TRAP GUNNER 


$70 

19.95/8.00 GAME SHARK 

M WITH INSTRUCTIONS 34.95/15.00 A^cX oJ^^fyZa 
49.95/25.00 GEX ENTER THE GECKO 44.95/24.00 must include CD connector cover. 

44.95/26.00 Defective systems will be relumed 
39.95/20.00 at your expense (StO.OOminmimj. 
49.95/28.00 S8.00 mil be deducted for each 

44.95/25.00 
29.95/12.00 


24.95/12.00 HEXEN 

17.95/8.00 IGGY'S RECKIN' BALLS 44.95/24.00 
9.95/2.00 INTL SUPERSTR SOC '98 39.95/20.00 
34.95/14.00 JEOPARDY 39.95/18.00 

9.95/2.00 KEN GRIFFEY JR B'BAU 34,95/16.00 
39.95/20.00 KILLER INSTINCT GOLD 34.95/16.00 
9.95/2.00 UMBORGHINI64 34.95/16.00 
29.95/14.00 MACE THE DARK AGE 29.95/14.00 


29.95/14,00 REBUS 
34.95/20.00 REDASPHAULT 

9.95/2.00 REDLINE 

29.95/14,00 REDNECK RAMPAGE 2 39.95/20.00 TRIPLE PUY '98 

24.95/12,00 REEL FISHING 

24.95/12,00 RELOADED 
19.95/8.00 RESIDENT EVIL 
29.95/1 6.00 STRATEGY GUIDE 
34.95/16.00 DIRECTOR'S CUT 


19.95/8.00 MADDEN 64 
29.95/14.00 MADDEN '99 

24,95/12.00 TREASURES OF DEEP 24.95/12.00 MARIOKART64 

34,95/16.00 TRIPLE PUY 97 14.95/4.00 MICRO MACHINES 

39.95/20.00 TRIPLE PUY 98 19.95/8.00 MIKE PIAZZA'S 

39.95/16.00 TRIPLE PUY 99 29.95/12.00 STRIKE ZONE 

24 95/12.00 TRUE PINBALL 24.95/12.00 MILO'S BOWL-O-RAMA 39.95/22.00 

tunnel B1 19.95/8.00 MISCHIEF MAKERS 29.95/12.00 

9^95/2.00 TURBO PROP RACING 29.95/12.00 MISSION IMPOSSIBLE 39.95/22.00 

24.95/12.00 TWISTEDMETAL 17.95/8.00 MK MYTHOLOGIES 39,95/18.00 


29.95/12.00 

44.95/26.00 

34.95/18.00 

44.95/24.00 

34,95/14,00 


Can for 
Super 
Nintendo 
Saturn 
Genesis 
Games 


New PlayStation 
Accessories 

Game Shark 39.95 

Game Shark Enhancement CD (req. Game Shark) 1 9.95 
Sony Memory Card (1 Meg/1 5 Blocks) 1 5.95 

Pelican 1 Meg Memory Card (1 5 Blocks) 9.95 

Pelican 8 Meg Memory Card (1 20 Blocks) 1 7.95 

Pelican 32 Meg Memory Card (480 Blocks) 24.95 

Sony Control Pad 14.95 

Sony Dual Shock Control Pad 24.95 

Pelican Control Pad 9.95 

Pelican Dual Jolt Analog Control Pad 1 9.95 

Controller Extension Cable 7.95 

Pelican Multi Player Adapter (Multitap) 26.95 

Sony Multitap 34.95 

Pelican Link Cable 14.95 

S-Video/AV Cable 14.95 

3rd Party RF Cable 12.95 

Sony RF Cable 14.95 

Pelican RF/AV 5 in 1 System Selector 1 9.95 

Replacement AC Power Cord 7.95 

Cooling Station (keeps PlayStation cool) 27.95 

Game Booster (play Game Boy games on PlayStation) 39.95 
WWF Champion (Cheat Card for WWF Warzone) 1 6.95 

New Strategy Guides 

Breath of Fire III Strategy Guide 1 4.95 

Castlevania Survival Guide 1 2.95 

Command & Conquer Retaliation Strategy Guide 1 2.95 
Final Fantasy VII Survival Guide 1 2.95 

Game Boy Survival Guide 9.95 

Gran Turismo Strategy Guide 12.95 

Metal Gear Solid Survival Guide 1 2.95 

NFL Blitz Survival Guide 12.95 

Ninja Strategy Guide 1 2.95 

Nintendo 64 Survival Guide Vol 2 9.95 

Parasite Eve Strategy Guide 1 2.95 

PlayStation Survival Guide Volume 3 9.95 

Pokemon Survival Guide 9.95 

Super Mario 64 Survival Guide 1 2.95 

Tekken 3 Strategy Guide 1 2.95 

Tenchu Strategy Guide 1 2.95 

Tomb Raider 3 Strategy Guide 12.95 

Turok 2 Strategy Guide 1 2.95 

Xeno Gears Strategy Guide 12.95 

Warzone Official Strategy Guide 12.95 

Zelda Ocarina of Time Survival Guide 12.95 

Call for Used Strategy Guides 


TO BUY 


On a full sized piece of paper, write your name, complete address, 
phone number and a list of all the items you would like to order. To speed 


Alaska, Hawaii, PR, VI, Guam, APO, FPO, PO Boxes add $5). Calif 
residents add 7.75% sales tax. 

3. Allow an additional 21 days for personal checks to clear - send money 
order for fastest processing. Allow 40 days to receive orders placed with 
money orders and 60 days to receive orders placed with personal checks. 

4. Send your order to the address below. 


TO SELL 


1 . On a full sized piece of paper, write your name, complete address, 
phone number and a list of all the games/systems with the buy back prices 
'/ou are selling. 

I If you would like to purchase games with the money or credit received, 
list the titles you would like to order on the same piece of paper. 

3. Pack your games, all paperwork and any coupons in a box. Send the 
box to the address below by UPS or registered mail. Be sure to include 
the 'Dept #' on the outside of your package. Packages not addressed to 
the Dept # below or received after the date listed below will be issued our 
current catalog prices. 

4. You will normally receive your check within 7-1 2 business days after we 
receive your package. 

Send your Games/Systems/Orders to. 

BRE Software 

Dept. GR12 

352 W. Bedford Ave, Suite 1 04 
Fresno, CA 93711 


WWW. BRE Software, com Drawing Monthly 


stickers will be return* 


Titles in ITALICS ate newer and may or may not be available, please call for availability All PlayStation games must include box, jewel case, instructions, and any hint books/maps that were included with the game, we will deduct $1 .00 for broken CD jewel cases. For N64 games we 
ing/damaged box, $3.00 for each missing/damaged instruction book and $2^ for each missim cardboard insert. PlayStation games without box or instructions will be purchased at the "No Box/No Instructions" price above. Games not in resellable condition or with eviden 
3 returned at your expense ($6.00 'T'lnimurn). All games are us^, include a 90 DAY VI/ARRANTV and are subject to availability. We reserve the right to refuse any sale or purchase. Allow 40 days to receive orders placed with money orders and M days to receive orders olac 


- - .'e will deduct $3.00 

^ ^ — I , , -.3. Games not in resellable condition or with evidence of rental store 

Y and are subject to availability. We reserve the right to refuse any sale or purchase. Allow 40 days to receive orders placed with money orders and 60 days to receive orders placed with personal 


checks. No refund^exchanges on opened games. Add $8 00 S&Hfor thefirst 1 or^ 2 ^ Alaska/Hawaii/PR/Guam^^l/ApW Boxes add 

buy or sell in quantity, our whole^le dept. Limit of 1 game ^r title accepted without proof of purchase. If we do not receive your package by 1 2/31/98 or your game titles are not listed in this ad, you will be paid from our current catalog. To receive prices in this ad you must include the 'Deot. #' 

from this ad on the OUTSIDEofj/OUr^aWagaJfj/OU^are^unclear^abOUt^^ call, individual tines are trademarks ol Ihw respeatve compamgs. PlaySatwn and llw PlaySlalion logo are trademarks o( Som Comoular Entertammanl Inc Nniendn kiiMMvin sa and maa mn.«=rnd .oi i~. 


trademarks d Sony Computer Enienainment. Inc Stjper Nntendo. Nimendo 64 and N64 are registered iradema.'k sd Niniendo of America Inc. 




Uapcem ^.vol 1^ 
PiaCarc^ " 
Classic 


Ball Z legend $39 DBZ g/$ 39 (Import) DBZU.B. 22 $39 


m Steam Heari^l 

jakuitiW^2 
jg^vangelion S.S.F. 
[K Boomerang 
^^angiissier S _ 


Thrill Kill # 

WCW/ NWiUve 
Rally Cross 2 
Twisted Metal 3 
Tomb Raider 3 
Knockout Kings : 
Dark Stalker 3 t 
NBA Shootout W 
Crash Bandic^S 
Brave Fence^ 
Bushido Bl^ 2 : 
NBA Live 99 


igrave Fen(|r Musashiden 
KIm of Fighter Kyo 
ai^ie Bobble 4 
tapcom Gen. vol 1-4 
Beat Mania 
Destrega 
Advanced V. G. 2 
Armed Fighter 
R-Type A 
Max 2 

i^o Don Pachi 
4 d Gundam G Generation 
Star Ocean 2nd Story j? 
(alpaziiia ■£ 

Final Fantasy 5 || 

f^al Fantasy 8 i 

^4-Ridge Racer 4 r 

Exodusguilty 
Kitty the Kool 
Vampire Savior Ex Ed. 


4 IN 1 Acfin 
Replay Plus^|29 


New JPN Pro Wrestling 3| 


Robot War F final 
rlker1945 II 
m Ages Galaxy Force 2 
iper Advanture Rockmar 
angelion 2nd Impre^ 


Capcom Gen. vol.2 $54 


Capewn- $49 


Macross $39 


King Of Fighters 97|49 


PSX VCD Adaptor $69 


Saga Frontier $19(lmport) 


PmWrrotttra $35 Radiant SttViFW^54 ReaTBout F.F.C6Tf49 DRZtBgend ¥31^ 


Star Soldier Earthworm Jim 3D 

Pokemon Stadium South Park 
Powerful Baseball 5 Rogue Squadron 
Simcity2000 
Augusta Golf 98 
Tamagotchi World 
Puyo Puyo Sun 64 
Doraemon 
Wonder Project J2 
Famista 64 
F-Zero X 

Please call (or any titles not 
listed above. 


Sonic Adventure 
Virtue Fighter 3 
Sega Rally 2 
Pen Pen Dry Ice Ron 
Seventh Cross 
D2 

Godzilla Generation 
July OM 

Blue Stinger 
Monster Breed 
Elemental Gimmick Gear 
War Turb 


Dream Cast 
Virtua Memory System 
(P.D. A) Available Now 


Now you can play import N64 games on U.S. 
N64 system with N64 converter $15 


Super BOaman $49 


Sumo 64 $59 


Super RotXJt Sprits $65 


NEO GEO CART/CD 


SFt/s'^£s 

ROMANCING SAGA 3 $39 CONVERHR $1S 


O uitsM $25 

(Clooil,Tifa,A8rilMaffetlselol4| 


FMRiylMBMlSpMWZ 
Bliilii Star 
Metal SlB| 2 
Last llaBa 
Klai Of Flibtsrs II 


Sailor Moon 


YuYuHakusho2 
Bomberman 5 
R(xi(man& Forte 


NEQ GEO Pocket 


8” Macross Action Figure (vol 1-12) $19/ Ea 
8” Evangelion Action Figure $19/ Ea 
3” Rockman Action Figure $15/ Ea 


IMPORT 


PlayStation 



Sailor Moon I 


Action Fig- 
ines ! 

2'SaiofCillEa 
rPiSolertll/Ea 1 


' jrSainDolt22/Ea | 


ryes8lt13/Sel | 
rPadiiUtlEa | 


DBZ Super Battle 
Collection Action 
Figures Volume, 
1-38 Price From 
$12 or up. 

SUPER BAntE COlLECnON 

Ml Ml Ml M.4 IWI M.I «L7 Ml Ml MB Ml MS 

SUPER RAniE CRLLECTION 

SUPER RARLE CHUECTIUN 

ft 

V0L.37 


WE ALSO CARRY POSTERS, NOVELTIES, WAIL SCROLLS, ANB GAME MUSIC CDS 




Dealer & Wholesalers Welcome 

710-1 W. Las Tunas, San Gabriel, CA 91776 • Fax: 626 - 458-6845 





























The second stage of Thunderforce V 
gets you out of the ocean and back onto 
dry (and. Remember to configure your 
controls to Direct mode. You don't have 
the time to waste switching through 
weapons. 



Shoot the first Craw powerup and take out the first 
three guys from top to bottom, grabbing the Craw 
once near the bottom of the screen . Blast your 
way through the mass of targets that presents itself. 
Once you've done this, move towards the middle of 
the screen and use your Back Shot to explode the 
nasty rear enders who pop in at the left side of the 
screen . Watch out for those bullets! Resume 
position on the left and eliminate the small enemies 
before diving down into the foliage. Keep your eyes 
peeled here for a 1 -up hidden within the trees - just 
keep shooting and look through the gaps in the 
foliage. Once through, stay up and all the way left in 
anticipation of the big runner who leaps onto scene. 
It looks like he'll hit you, but just stay left, and as he's 
doing the monkey-bar routine through the tree 
tops, blast him with an over charged Twin Shot for 
as long as you can . He'll drop down and a few 
more standard shots should finish him off. Grab the 
Wave weapon. Next, you'll encounter the first group 
of hanging sacks. For the most part, avoid wasting 
your time shooting these down. Zip through the 
green-laser-dropping pods and grab your next Craw 
. Head for the bottom of the screen and use an 
over-charged blast to take out the gas jets before 
quickly moving up to take out the next wave of ene- 
mies. When you see the Danger warning from 
behind, switch to Back Shot for the rear enders 
Next, take out the small machines on the ground 
before blasting the top laser droppers with a pow- 
ered-up shot . Stay high and take out the snake 
above the jets . Go low and take out the machine 

before the next snake comes from the rear 
Destroy it and zoom through the next two groups of 
laser pods. After another snake, take out the big 
group of laser pods. Stay back and use the Wave for 
the green enemies who pop up . Then, stay low 

and take out the worm with your Twin Shot . For 
the boss, judicious use of over-charged weapons is 
in order. When he charges, just rise and attack from 
the other side . Don't miss the two Craws. 




Grand Prize (1): $10,000 
First Prizes (5): $500 Software, Etc./ 
Babbage's Gift Certificate 
Runner up Prizes (25): One Year 
Subscription to Gamers' Republic 

The top six qualified finalists and a guest for each will be invited to Redding, CA all expense paid 
from any point in the continental United States or Canada. Finalists will then compete in a playoff 
competition for the Grand Prize. After the competition. Runner-ups will claim the five (5) First Prizes. 


Send a legible photograph or a video tape showing the final status summary screen from the Single-Player Normal Mode of the PlayStation*^ 
game Thunderforce V, along with a 3x5 card or paper containing your name, address, age, and phone number to: 

ThunderForce VTM Contest c/o SPAZ, 18135 Clear Creek Road, Redding, CA 96001 . 






Hot New & Upcoming Titles 


Import Saturn Titles 


Capcom Generations 4 
Marvel Superheroes 
vs. St. Fighter 
Falcom Classic 2 
Rox 

Densha de Go: EX 
Strikers 1945 II 
Sega Ages 2 
Sakura Wars 3 



US N64 Titles 

Airboardin’ USA 
Bust-a-move 3 
Earthworm Jim 3 
Fifa 99 
Starshot 
VR Pool 64 
Golden Nugget 
Magic Tetris Challenge 
Micro Machines 
Milo’s Astro Lanes 
NBA Live 99 
NBA Jam 99 

Star Wars: Rogue Squardon 
Superman 64 
Top Gear Overdrive 
Wipeout 64 
Zelda 64 
Rush 2 
Tonic Trouble 
Turok 2 


INTENDO 

f¥ 


Also available: 
Sega Dream Cast 
Call for Price & Games 



US PlayStation Titles 

Akuji the Heartless 
Army Men 3D 
Clock Tower 2 
Contract 

Destraga (PSX-US) 
Earthworm Jim 3 
Fifa 99 
Bushido Blade 2 
Invasion from Beyond 
Messiah 
Quake 2 

Silhouette Mirage 
Tigerwoods 99 
Uprising X 

WCW/NWO Thunder 
Xenogears 

Colony Wars Vengeance 
Crashed Bandicoot:Warped 
Brave Fencer Masashi 
Bust-a-grove 
SF 2 Collection 
Dark Stalkers 3 
Guilty gear 

Lunar: Silver Star Story 
Monster Speed 
Odd World 2 
Psybadek 
Tombraider 3 
Apocalypse 


' [ Tombraider \ 

• ! 

/•i\ ■ 

Destraga (PSX-US) 



For Limited Time 

parappa Fig. avail. 




Import 

PlayStation 

Titles 

Fighting Eyes 
Chocobo 2 
Soundarms 
Monster Collection 
Tales of Phantasia 
Suikoden 2 
Mitsumet Knight R 
Slayers Wonder 
R Type 4 
Macross VF-x2 
Exodus Guilty 
Ridge Racer Type 4 


OAME EXPRESS umc 


Direct all Inquires & Payments to the GE Headquarters at: 126 W. 32nd St., New York, NY 10001 
Tel. 212-290-0031 Fax. 212-290-0432 OVER 2500 TITLES IN STOCK, LOWEST PRICES 


r 


Blowout Games 




PlayStation 

Crash II $19.99 

Tekken II $19.99 

Castlevania $19.99 

Contra $19.99 

Re Evil Dir Cut (Dual shock) .... $19.99 

One $19.99 

Twist Metal II $19.99 

Dynasty Warrior $19.99 

Megaman 8 $19.99 

Road Rash $19.99 

Odd World $19.99 

Wipe Out XL $19.99 

Area 51 $19.99 


V 


Price shown does not include 

shipping & handling charges 


y 


www.gexpress.com 

All our inventories are now 
online with thousands of 
pictures and descriptions. 
You simply won’t regret 
visiting us on Internet! 

General questions answered on: 

info@gexpress.com 


Orders 

212 > 290'0031 


Showrooms: 167 Glen Cove Rd., Carle Place, NY 11514 Tel. 51 6-248-4911 / 163-18 Jamaica Ave., Queens, NY 11432 Tel.71 8-739-5045 / 2537 Decatur Ave., Bronx, NY 10458 Tel.71 8-295-4886 
/ 534 86th St., Brooklyn, NY 11209 / 32-59 Steinway St., Astoria, NY 11103 / 1464 Rockaway Pkwy., Brooklyn, NY 11236 / 136-04 Northern Boulevard, Flushing, NY 11354 
Price and availability are subject to change without notice. We accept all major credit cards. Money Orders and C.O.D. Allow 14 business days for shipping when paying by personal check. All sales are final, we will only 
replace defective items with the same title. Game Express Inc. is not responsible for misprint. NY residents add 8.25% sales tax to your order. All tradenames/trademarks are the properties of their respective owners. 



^Action Figures v.1-7 as low as $9.99 + up. Bandai,s last limited run. This will 
be absolute last time you can get your hands on this great collectable figures. 
F.F.VII H.G. Keychains 14 Characters, 3” Tall; $9.99 each. 

F.F. VII Wall Scrolls $19.99 ea. 

F.F.VII Playing Card Deck $6.99 ea. 

F.F.VII H.G. Playing Card Deck $9.99 ea. 

Xenogear Memorial Album $39.99 



Sailormoon ^ 

1 r Dolls #1-9 $29.99 & up. 

Chibimoon Super 8” Doll 
Sailormoon Super 11” Doll 
Petite Figures v.1-10 $14.99 ea. & up. 
Keychains Sailorstar6 pc.$19.99 
Sailormoon Playing Card Deck $6.99 ea. 
Music CDs $19.99 ea. 


Sailormoon 

Posters 

1st $7.00; ea. 
addti. $5.00 ea. 



Rockman 12pc. 
Key Chains $29.99 


Mega(Rock)man Figifres 

_ ^ ‘Assembly required . 


Rx Armor , Ultiipate Armor Forte 


m Buster 


Repliroid Irregular 
Vava MK-il Hunter Zero 


SUPER tmi 60UECTI0M 

JLMU — Ki - w j ea.igj5 j 


■Itt mi HJI fiMMa mm m» mm 




CURES 

Collection v.1-27 

JGT Super Battle Collection v.28-39 
NE\W!^v^7,\:3^«rv^ 


1 Kiim^tidn tc|>e cohtalne a mi n of 

1^^, 1^31 # ^.32-34‘ 


S.S.Vegeta 


8 Cold Cast 


Collector, s 


Figure at $29.99 


^ Resident Evil Pari 2 Action Figures^ 
Part 1 still available 
















As we put the finishing touches on 
the December issue, it is already evi- 
dent that the January Gamers’ Republic I 
is going to be an event-filled issue as 
well. While in japan at the Sega New 
Challenge Conference 2 and Tokyo 
Game Show Fall ’98, we gathered a 
I wealth of exciting information on 
Sega’s Dreamcast and NAOMI as well 
as new PlayStation games like Saga \ 
Frontier 2, Sony’s new. Legaia 
Densetsu, Namco’s R4, Wolfteam’s 
Cybernetic Empire (yes, they’re back!). 
Square’s Final Fantasy Vlll, and 
Konami’s Suikoden 2. We’ll bring you 
coverage of Winback, Hybrid Heaven 1 
and Evangelion for the Nintendo 64 as 
well. 

Also, as we usher in a new Sega gen- 
eration with the Dreamcast, so will we 
say goodbye with our review of the final I 
Saturn release in the U.S. - Working 
Design’s beautiful Magic Knight 
Rayearth, which came in just as we | 
whisked this edition off to press. 

We’ll also be bringing you an in-depth 
report on Shiny’s PC game of infinite 
possibility, Messiah, and a review of the 
first full-blown accelerated platformer | 
I for the PC, UbiSoft’s Tonic Trouble. We 
look forward to seeing you back here 
next month. Until then... 


:R€PUBUCOUT 

^TRANSMISSION 

COMPLCTE 

■.LOGOUT |f 










•LIFE^ 


33/2lir, 

fliiilliilillllfllllll^ 


RRTION 


^ Presenting the Ultimate amt only Official Guide 

. to the video gaming event of the year! 

^ Beware of incomplete Imitations! 

^Wrthe best strategy guide out there.” 

■ metalgear.net ^ 




Sample our special Metal Gear Solid handbook 
at www.gamersrepubHc.com/mgs 


UffTfl BSSEnTOaL a 


ON SALE NOm CALL 1-800-691-7886 TO ORDER! 








.RRUEf. 


THE anLir cu/de to EEHEUKE: 

A PREFACE WRITTEN RY HIDED KDJIMA, CREATDR DF METAL GEAR SDLID! 

EXTENSIVE BACKGRDUND NDTES! UNBEATABLE VR TRAINING TIMES! < 

TRAINING SECTIDNS CDVERING BASIC GAME CDNTRDL AND MARKSMANSHIP! 

PRDFILES FDR ALL CHARACTERS, ENEMIES AND BDSSES! 

EXTENSIVE WEAPDNS TESTING OF ALL AVAILABLE ORDINANCE! 

FULLY COMPREHENSIVE LEVEL WALKTHROUGHS WITH OFFICIAL FULL COLOR MAPS, 
ITEMS AND ENEMY TAKEDOWN TACTICS! ' ' ' 

A SPECIAL “SEALED" SECTION WITH FINAL BOSS STRATEGIES, ALL SECRETS, CODES 
AND ENDINGS! 

HIDDEN CAMERA PHOTOS! WE SHOW YOU HOW TO TAKE PICTURES... FARTHER! 

TOO lAIOOT 

• INTERVIEWS WITH SEVEN MEMBERS OF THE METAL GEAR SOLID DEVELOPMENT 
TEAM, INCLUDING HIDED KOJIMA, CREATOR OF METAL GEAR SOLID! 

MASSES OF OFFICIAL ARTWORK! 

COMPARISONS BETWEEN THE JAPANESE AND AMERICAN GAMES! 

• A COMPLETE HISTORY OF THE METAL GEAR GAMES! 


EJCrrEH HDDED Bonut 


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